#addressables
Man, Unity addressables are annoying lmao
January 20, 2026 at 7:33 PM
Say goodbye to rigid bundle layouts 👋

Unity 6.6 introduces Content Directories for local content - giving you granular memory loading, and provides easy migration for existing Addressables projects.

🔗 Learn more about Content Directories: on.unity.com/ContentDirec...
September 23, 2026 at 8:06 PM
You can use Addressables in Unity to change the colour and skin of your characters, and make them persist along the game 🙂

More about it 👉🏻 jettelly.com/store/charac...

#gamedev #indiedev #madewithunity
September 13, 2025 at 10:10 PM
Stop grouping your Unity Addressables by asset type! 🛑

For peak performance, organize your assets based on when they’re needed at runtime. In this quick tip, you’ll learn how to optimize your asset management workflow.

🔗 Watch the full tutorial: on.unity.com/Addressables...

#UnityLearn #UnityTips
June 2, 2026 at 2:03 PM
A contributor is the fact that I don't have to deal with Addressables or Asset Bundles for the foreseeable future.
July 1, 2025 at 4:59 PM
Pro Tip: Unity has CRC enabled on addressables by default.

This could increase your load times on device by... a factor of 85.

This may or may not have been the bane of my last month.
February 16, 2025 at 8:06 PM
We sat down with @tinybookshopgame.com developers David and Maurice at Neoludic Games to dig into how they used URP and Addressables to deliver optimized visuals and content 📖

Watch the full interview here: on.unity.com/TinyBookshopYT

#MadeWithUnity #TinyBookshop #IndieGames #GameDev
January 30, 2026 at 6:39 PM
or I could just use addressables or raw asset bundles for all of it...
April 11, 2026 at 1:24 AM
📢 Read the latest article to get a few tips on how to leverage Addressables for creating and managing your game content. We cover:

✅ Content management and loading techniques
✅ Tips for grouping assets strategically
✅ & much more!

👉 Learn more: on.unity.com/4i7tjfi

#UnityTips #GameDev
April 3, 2025 at 3:32 PM
'AutoRef - Addressables in Code 2' launch discount, now at $8.75

##gamedev##gamedevelopment##indiedev##unity##unity3d
AutoRef - Addressables in Code 2 | Utilities Tools | Unity Asset Store
assetstore.unity.com
June 30, 2025 at 9:02 PM
What started as a small lighting fix spiraled out of control; I’ve dug deeper into Unity’s scene handling, addressables, and more than I ever intended at this stage.

But hey, at least lights and shadows work now (not sure about anything else anymore). #IndieDev #GameDev #Unity
July 16, 2025 at 12:09 PM
Interview COMPLETE

We shall see. My lack of real addressables work may be what bites me, but everything else I feel went quite smoothly.
February 14, 2025 at 4:53 PM
At my first job, the boot flow had 3 functions "Start," "ReallyStartNow," and "StartForReals." I remember thinking "it's horrible, I'll never do that."

In SquidGame: Unleashed, I needed asset loading for a task and addressables weren't online yet. Guess who shipped a load-bearing "DummyAssetLoader"
July 3, 2026 at 6:22 PM
I'm currently writing a book about programming a character customization system in Unity. Both 3D characters and 2D animated in Spine!

Includes UI development, saving JSON data, loading Addressables, etc. jettelly.com/store/charac...

#unity3d #spine2d #gameprogramming
Character Customization with Unity 6
jettelly.com
September 15, 2025 at 4:44 PM
Unity Addressables is really neat but wow whoever designed it seems to really hate modders and anyone who tries to make their game moddable.
January 11, 2026 at 5:03 AM
Anyone working with #unity3d and #spine2d? We'll be updating this book during today. This update includes how to load Spine skins as addressables 🔗 jettelly.com/store/charac...

#indiedev #gamedev
January 28, 2026 at 9:01 AM
For the Pool YCH I learned to use addressables/remote bundles.
The character assets live in a separate server and the app only downloads the required character. So load times will remain the same for users even if I keep adding more chars. It also gets cached so next load will be fast
Fun stuff
January 22, 2026 at 1:44 PM
Good day fellow #unity #gamedev folk.
Should we be using addressables? We are making a 3D point and click game, with a scope around the size of maybe Mythwrecked / The Drifter / Foolish Mortals. We are using low-poly modelling, but its got full VO and lots of scenes. Any opinions on the internet?
September 19, 2026 at 10:41 PM
still gotta build it, i know with addressables half of the devil is building it, but still
May 27, 2026 at 9:02 AM
Addressables are a great way to dynamically load assets in Unity without writing a lot of custom code. Here's a quick primer on how to get setup and load your first asset with it.

#gamedev #indiegamedev #unity3d #madewithunity #unitytips
September 8, 2026 at 3:14 PM
A while ago I wrote about a way to bootstrap your Unity game using Addressables rather than with clunky configuration scenes and scripts. It seems to have struck a chord, given the traffic I've had on this, so in case you missed it, here it is!

open.substack.com/pub/tomhalli...

#gamedev #unity3d
Bootstrapping your Unity game with Addressables
A quick method to ensure you can 'Play From Anywhere' and code with confidence!
tomhalligan.substack.com
June 17, 2026 at 4:08 PM
Addressables, #fun
February 1, 2025 at 12:32 PM
We Tried to Break Every Addressables Check in Our CI

Building Rootwoven, a dark-fantasy visual novel driven by your own words.

Follow the Kickstarter prelaunch:
https://www.kickstarter.com/projects/narratwist/rootwoven?ref=bjbv94

#GameDev #VNDev #VisualNovel
July 31, 2026 at 8:52 PM