Addressable Service for Unity: A Methodology for Rapid Packaging and Management of Game Assets

Yurii Sulyma

Citation: Yurii Sulyma, "Addressable Service for Unity: A Methodology for Rapid Packaging and Management of Game Assets", Universal Library of Engineering Technology, Volume 02, Issue 03.

Copyright: This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Abstract

The contemporary game industry is marked by an exponential increase in both the complexity and volume of digital assets, particularly within games-as-a-service (GaaS) models. In this environment, efficient content management constitutes a critical determinant of success. Although Unity’s Addressable Assets system is functional, its standard workflow remains largely manual, rendering it labor-intensive, error-prone, and inefficient under fast iterative cycles. This study introduces an academic methodology for implementing and utilising an “Addressable Service,” an integrated toolset that fully automates asset packaging, dependency handling, and categorization. The service is driven by a static dependency-graph analysis algorithm complemented by heuristic rules and a flexible configuration system. Empirical validation on production cases demonstrated a reduction in per-asset processing time of up to 97 % (from 10 minutes to 3–5 seconds), a near-total elimination of missed-dependency errors, and build-preparation speed-ups of up to 40 % in pilot teams. The proposed methodology offers a reproducible, scalable approach to optimizing production pipelines, enabling development teams to reallocate resources from routine tasks to creative and technical problem-solving.


Keywords: Unity, Addressable Assets, Asset Management, Automation, CI/CD, GaaS, Performance Optimization, Development Pipeline.

Download doi https://doi.org/10.70315/uloap.ulete.2025.0203012