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News - Blog: Unity Addressables – It’s never too big to fit

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Blog: Unity Addressables – It’s never too big to fit

<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2019/09/blog-unity-addressables-its-never-too-big-to-fit.jpg" width="200" height="200" title="" alt="" /></div><div><p>In order to grab the level 3 guide check out my&nbsp;<a href="https://thegamedev.guru/unity-addressables-learn-workflows/" rel="external nofollow noopener noreferrer" target="_blank">blog post</a>&nbsp;on <em>The Gamedev Guru’s Blog.</em></p>
<h2>Conclusions</h2>
<p>At the beginning of the post I presented you the challenge I had: halving the memory budget of the project being developed for Oculus Quest in just a month. The result? Task accomplished.</p>
<p>This is what I have to say about this almighty Unity package:&nbsp;<strong>the Addressables system saved my butt</strong>. It made the timed task possible by avoiding a massive game redesign; those are nearly impossible to pull off in the setting of our port.</p>
<p>Addressables is a promising system. On the one hand, Unity developers are working hard to improve it further. On the other hand, it is production ready and documentation is available.</p>
<p>This means: you can start today using it in your projects. If you followed the article and the guide, it should take you little time to get it running in your project.</p>
<p>Consider it a medium-term investment. You will invest some time this week in order to gain it back during the upcoming months/years of your project. Not only you will benefit from it, but more players will be able to play your game due to supporting more devices.</p>
<p>I really hope this was entertaining and useful for you, feel free to visit<em> <a href="https://thegamedev.guru">The Gamedev Guru’s&nbsp;Blog</a></em> for more content.</p>
<p>Let me know what you think</p>
</div>


https://www.sickgaming.net/blog/2019/09/...ig-to-fit/
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