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This project shows how to manually expose Naninovel resources to addressable provider (without using resource editor menus) and serve specific assets from a remote host.

Be aware, that Naninovel package is not distributed with the project, hence compilation errors will be produced after opening it for the first time; import Naninovel from the Asset Store to resolve the issues.

There are two resources, that are manually exposed to the addressables:

  • Assets/Backgrounds/1
  • Assets/Backgrounds/2

Notice, that while they are not assigned in backgrounds resources manager menu:

— they are still accessible in Naninovel scripts in the same way:

@back 1
@back 2

Furthermore, those two backgrounds are split between asset bundles by labels corresponding to episodes (EP1, EP2, EP3) and are loaded from a remote host:

This way when you click a button to start a specific episode in the title menu, only the assets used in that episode will be downloaded from the remote host.

The built project for WebGL: https://naninovel.com/addressable

Actual assets uploaded to the host: https://github.com/Naninovel/Documentation/tree/gh-pages/addressable

If you have any Naninovel-specific questions or issues, contact the support. Be aware, that we're not providing any tutorials or support for Unity's addressable asset system itself, like setting up a remote web hosting for you assets or other deploy/serving scenarios.

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An example on using Addressable Asset System with Naninovel visual novel engine

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