Unity3D Addressable Asset Expert
Budget: $30 – $250 USD
Illusion Trails is looking for a Unity Addressable Asset Expert to look at our app, make recommendations, and apply those recommendations into the project. The Illusion Trails app allows the user to select a 3D world from a list of 3D environments, the expert we hire will understand Scene asset bundle loading, dependency management, asset bundle organization, and project organization. We need an expert capable of creating an asset structure compatible with adding future worlds.
Four worlds are currently embedded. Those assets need moved into the addressable asset location. Additionally, a 5th world that is not currently in the project needs moved to the same location. In the future, as new worlds are added, we may need to hire you again to add those assets and possible other app related tasks. The attached files illustrate the type of assets in the 5 worlds.
The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked "addressable", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.
Addressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.
If you have the skills to accomplish this for us, please apply for this job and list any previous work related to Addressable Asset Bundling. Thank you.
Four worlds are currently embedded. Those assets need moved into the addressable asset location. Additionally, a 5th world that is not currently in the project needs moved to the same location. In the future, as new worlds are added, we may need to hire you again to add those assets and possible other app related tasks. The attached files illustrate the type of assets in the 5 worlds.
The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked "addressable", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.
Addressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.
If you have the skills to accomplish this for us, please apply for this job and list any previous work related to Addressable Asset Bundling. Thank you.