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Ocean View Games
Unity Addressables & Cloud Content Delivery

Unity Addressables & Cloud Content Delivery

Content delivery built around a growing game library

Keep content growth manageable

We build Unity content pipelines that separate downloadable assets from the core application. For Bookwood, we established an Addressables and Cloud Content Delivery architecture to support a growing library of interactive stories across mobile and desktop.

Addressables organises and loads assets in Unity. Cloud Content Delivery (CCD) hosts and distributes remote content. We plan both around what players need at first launch, what they download later and how the team prepares each release.

How we use it

Content architecture

We decide which assets belong in the initial installation and which can be downloaded later, with groups organised around how players access stories, levels or other content.

Asset loading and memory

We review dependencies, asset lifetimes and release behaviour to avoid keeping unused content in memory. Bundle layout and download size are checked against the target devices.

Cloud delivery setup

We configure remote paths and separate content by build target and environment. Releases can be tested before promotion to the content location used by players.

Download experience

We plan progress feedback, retries, storage requirements and cached content behaviour so players understand what is available when their connection is limited.

When this approach fits

Addressables and remote delivery are useful when a project has a growing catalogue, optional downloads or substantial assets that players do not need at first launch. A small game with fixed content may be simpler to ship entirely within its application build.

Remote assets must remain compatible with the installed application. Changes to game code or the engine can still require a new player build. We agree a release and compatibility strategy before introducing remote updates.

Frequently Asked Questions

No. Addressables can load local content or use other suitable remote hosting. CCD is one hosting option; we choose the delivery setup around your existing infrastructure and release workflow.
Compatible remote assets can be updated separately when the application and content pipeline support it. New code, engine changes and incompatible content changes can still require an application update.
It can, if the application is designed to use locally available content. We define what is bundled, what is cached and what happens when content has not been downloaded or has been removed.
Yes. We can review asset groups, dependencies, memory usage, remote loading and the release process, then scope changes around the problems in your current project.

Planning a Content Delivery Pipeline?

Tell us about your content library, target platforms and existing Unity build. We can help scope asset loading and release requirements.

Tell Us About Your Project

Discuss your Unity content delivery

Tell us about your asset library, download sizes and update process. We'll discuss Addressables, remote content and compatibility between builds.

Start by telling us what kind of help you need.

Location

London, United Kingdom

Response Time

We typically respond within one business day.

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