
And all things built that have a direct reference to a prefab will pull that prefab in. During build all prefabs that are included in scenes are flattened into that scene. The answer is: you don't, unless you want to. You seem to be asking the general question of: if a prefab is included in a scene, does it need to be addressable (if the scene is). This question feels unrelated to steam DLC. Sounds like someone in this thread already referenced them.ģ. Which means you have to ask Steam if it's downloaded.
Steam download dlc download#
Unity (or Addressables) doesn't download the content.
Steam download dlc code#
If that''s the case, and they've provided an API for your code to ask them "where is my dlc", then you'd want to set your LoadPath to some variable to be evaluated at runtime.

OR it could be that Steam downloads to dynamic locations. Wherever that is, set that as your LoadPath. You'll have to find out from steam where DLC goes once downloaded. I have a feeling it's not in your StreamingAssets folder, as that's a Unity specific thing, and Steam wouldn't know to put it there. As to the LoadPath, this is wherever steam puts your stuff. I have not uploaded dlc to steam before, so I don't know what that is. we'll build the content there, then you give that to Steam through whatever mechanism steam provides for this. BuildPath will need to just be some folder outside of assets. Addressables can handle loading things from paths and URLs, but does not have things like steam-specific APIs integrated.ġ. So I'll answer these as best I can, but the short bit of context to know is that all platforms manage their content differently. If you have other approach to achieve this, please tell me I could not find it on the internet myself. Not sure what are the best practices for this. Do I need to instantiate them from the code to make it work? Or I can just include them in the scene as usual? If the all the prefabs in the addressable scenes are addressables too.
Steam download dlc how to#
How to check if the DLC content is already downloaded? I've tried usingĪddressables.GetDownloadSizeAsync but it always return 0 even when the DLC content does not exist.ģ.

How do I setup BuildPath and LoadPath in the profile to achieve this? Local or Remote? Or should it be a custom? Because steam will take care of the content download process, is it possible use LocalBuildPath and remove it from the main build for the main content without DLC?Ģ. The game checks if DLC content is available and displays level select UI based on it. Once user purchases DLC from steam, Steam client should automatically download the DLC content and merge them to the game folder (Maybe in StreamingAssets/aa/ ?)ģ. Use addressables system to pack those scenes together and ship it to steam in DLC depot.Ģ. The DLC bundle will contain many additional scenes and other assets.ġ. But I'm still confused and not sure how to achieve this. I've been learning Addressables system for 1-2 days so that I may use it to implement DLC bundle for my game on Steam.
