Content management with Unity Addressables
Maksym Kriukov
- Hall:
- Earth Hall (Mix Track)
What the talk is about
Maksym Kriukov explains how the team behind the casual game Daydreams uses Unity Addressables to manage content. The problem: a standard build packs everything into one large file, so each update means re-downloading it all, while direct scene references load unneeded assets into memory and slow down startup. The speaker shows how content was split into separate projects (cities, mini-games and offers, dynamic popup templates), how shared assets were moved into their own groups to avoid duplication, and why only critical content stays in the build. He then covers the build pipeline, three catalog update modes for cities, versioning, a custom wrapper with analytics, and debugging tools. He closes with the pros and cons of the approach. Useful for Unity developers and leads building dynamic content updates.