Ya, plus it'll be nice to be able to remotely load content and provide updated versions of content. Sorry it took so long, sending the email now I just wanted to go over it with a fine tooth comb and make sure I'm releasing resources correctly etc.
shadowfinderstudios
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Got it working! :) I made a class called PaperDollAddressable. It works just like PaperDoll except you pass in a string name of the addressable you want to use instead of a resource texture. You'll be able to include it in your product without breaking the old PaperDoll and devs can just pick which one they want to use based on their usecase. I'll clean it up and email it over.
Regarding what I meant before about the Resource folder, when you try to convert a Resource texture to an addressable it will demand that you duplicate the folder as Resource_moved because Addressables cannot be in the Resource.
And, regarding my usecase I am trying to use FishNet + Edgegap for hosting, and their containers are 1 hour limit and 250MB memory constrained for evaluation and 2GB limited for pro. I hit the 250MB memory limit of the container very quickly because I own all the Mana Seed packs and had them in the Resources. And, when you build, Unity marks Resources as required and forces them into the dedicated server builds. I kept adding content and testing my network code which was working great up until I added too much content and the dedicated server stopped working because of the constraint. So, I want to move over to addressables to solve it.
Hm, I looked into that and what addressables does is forces you to duplicate the entire Resources directory to a Resources_moved folder. I'm guessing at that point the textures are no longer considered resources. Which means PaperDoll wouldn't be able to access them any longer. I'm guessing what you're recommending is rewriting paperdoll to use addressables instead.
I've set up a fresh project and I'll lean into attempting that. If I get it working I'll send the code your way. Do you have an email I should shoot it over to? Consider any of my changes MIT/X so you can integrate and resell it without restrictions.
Do you have any ideas on how to make PaperDoll without needing the textures in Resources? I'm developing a multiplayer game, and the dedicated server can optimize away non-read/write textures but only if they're not in a protected Resources folder. So, as a result my container size for the dedicated servers are massive, for a headless instance that coincidentally is never going to need to display the textures.
In PaperDoll's SetTexture you need to change the line to:
if (!texturePath.Equals("") && !texturePath.Equals(TexturePath))
Currently, that ! is missing on the textureParth.Equals, so if someone tries to swap the sprite texture at runtime it will fail to set the TexturePath.
p.s. Love all of your products, I've grabbed them all. How are things coming on an update for the farmer pack (also they have a wider range of ramps for farmer, so you'd need a new shader pack for that), eye updates and weapons, etc? Also, SpriteImporter probably needs an update soon as they've changed the API again for Unity 6. Looks like they're giving us a lot more control over the importer and they've been refactoring it.
I've made a convenient slider for your material pack:
Also, regarding the shader pack you should probably upload a version for Unity 6 which has the ramps fixed. I fixed them on my side but it'll reduce confusion to just have them set correctly in a separate package download. Sorry for merging all my comments into one on this kind of unrelated thread.