Was previously on “com.unity.addressables”: “1.1.7”, worked more or less
Upgraded to “com.unity.addressables”: “1.4.0”
Using Unity 2019.2.0f1
I did not change any setting away from the defaults besides the list of addressable assets in the screenshot.
When I go to Addressables Analyze, clicking “Check Duplicate Bundle Dependencies” freezes up Unity once the window with the progress bar title “Generate Bundle Commands” is no longer visible. I waited for 15 minutes. Can’t view the log since the editor is frozen, but I’ve attached what is on disk.
Every asset uses the same class, AsynchPrefabList.cs (attached)
I have link.xml next to my other dll files in the project, based on prior advice:
I have link.xml in the same directory as my DLLs, as which was previously suggested in this forum.
From “Addressables Groups” after clicking Build, a new link.xml is created at Library\com.unity.addressables\StreamingAssetsCopy\aa\Windows\link.xml
This new version of link.xml does not incorporate the preserve=“all” setting I have in link.xml
New version:
This is causing an actual error: 999+ of
“Unknown Assembly ModV1
UnityEditor.GenericMenu:CatchMenu(Object, String[ ], Int32)”
From
Line 107 of CalculateAssetDependencyData.cs
var referencedObjects = ContentBuildInterface.GetPlayerDependenciesForObjects(includedObjects, m_Parameters.Target, m_Parameters.ScriptInfo);
I’m disappointed by the lack of support. We lost a lot of time over this, including providing detailed bug reports, and these are major issues. It’s not possible to file bugs for large (100+ GB in my case) projects with Unity due to how slow error reporting uploads are, so I’m out of options.
I put all my assets into a scene, and load that scene in order to reference objects in my game. All bugs ‘fixed’, runs faster, and removes a build step.