Best Approach for an Episodic Novel via Addressable system

Posted: 23 Mar 2022 13:40
by Sarami

Hi
I don't have a problem using Addressable as a resource provider.
It works perfectly. Thanks.

I was wondering When we want to make an episodic game and use Addressable, What is the best approach to handle the scripts?
For each new episode, we will need new scripts.

After the 1st build, I can change their text ( .nani ), and when I update the files, the game updates remotely.
but I can't add new .nani files and update the previous build.
The game ( like .exe or .apk ) won't get the new .nani files.

I do something silly XD
I make empty .nani files and for each episode, I change their text to what it should be. but it's wrong, right?

I have another question too.
If I make a scene for each episode ( mostly for .nani files ), mark both scene and its assets as addressable, will they be unloaded after the player finish them? is it a bad idea? a scene for each episode. to keep the .nani files organized.

Thanks.


Re: Best Approach for an Episodic Novel via Addressable system

Posted: 23 Mar 2022 14:38
by Elringus

Not sure why you can't add .nani scripts via addressable asset bundles. They're usual Unity assets, just as textures or sounds. Addressable provider will locate new assets as long as you correctly update the asset bundle manifest (look more about this in the Unity docs).


Re: Best Approach for an Episodic Novel via Addressable system

Posted: 23 Mar 2022 15:57
by Sarami

Thanks for your reply.
I made a quick example.
I made the " Hi " script before the 1st build.
it goes under the script group. but when I make the "Hi6" script, it goes under the default group.
it's a Naninovel asset.
wouldn't it cause problems?
( I put Naninovel/ by my self )
Image


Re: Best Approach for an Episodic Novel via Addressable system

Posted: 23 Mar 2022 17:41
by Elringus

You're free to configure the groups as you please, Naninovel doesn't limit what you can achieve with addressables.