1.4.0 freeze after Check Duplicate Bundle Dependencies

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:

<linker>
       <assembly fullname="ModV1" preserve="all"/>
       <assembly fullname="EmpireOfEmber" preserve="all"/>
       <assembly fullname="YarnSpinner" preserve="all"/>
</linker>

5204678--517763--upload_2019-11-22_21-13-7.png

5204678–517766–AsynchPrefabList.cs (945 Bytes)
5204678–517769–Editor.log.txt (224 KB)

Additional issue with 1.4.0:

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);

Trying to make a build, it worked once out of 10 attempts. The remaining 9 attempts have an error of the following sort

Exception encountered in operation Resource(defaultlocalgroup_assets_res_avatarabilities_673a56a1d039112a4a5ae10c9f799757.bundle): Invalid path in AssetBundleProvider: ‘D:/temp2/Empire of Ember_Data/StreamingAssets/aa/Windows/StandaloneWindows64/defaultlocalgroup_assets_res_avatarabilities_673a56a1d039112a4a5ae10c9f799757.bundle’.
UnityEngine.Logger:LogFormat(LogType, String, Object[ ])
UnityEngine.Debug:LogErrorFormat(String, Object[ ])
UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception)
System.Action2:Invoke(T1, T2) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:set_OperationException(Exception)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.ResourceProviders.AssetBundleResource:BeginOperation() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation1:Execute()
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:Start(ResourceManager, AsyncOperationHandle, DelegateList1) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:UnityEngine.ResourceManagement.AsyncOperations.IAsyncOperation.Start(ResourceManager, AsyncOperationHandle, DelegateList1) UnityEngine.ResourceManagement.ResourceManager:ProvideResource(IResourceLocation, Type) UnityEngine.ResourceManagement.ResourceManager:ProvideResourceGroupCached(IList1, Int32, Type, Action1) UnityEngine.ResourceManagement.ResourceManager:ProvideResource(IResourceLocation, Type) UnityEngine.ResourceManagement.ResourceManager:ProvideResource(IResourceLocation) UnityEngine.AddressableAssets.AddressablesImpl:LoadAssetAsync(Object) UnityEngine.AddressableAssets.<>c__DisplayClass63_01:b__0(AsyncOperationHandle)
System.Func2:Invoke(T) UnityEngine.ResourceManagement.ChainOperationTypelessDepedency1:Execute()
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:InvokeExecute() System.Action1:Invoke(T)
DelegateList1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:InvokeCompletionEvent()
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:Complete(TObject, Boolean, String) UnityEngine.AddressableAssets.Initialization.<>c__DisplayClass13_0:<LoadContentCatalogInternal>b__0(AsyncOperationHandle1)
System.Action1:Invoke(T) DelegateList1:Invoke(T)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:Complete(TObject, Boolean, String)
UnityEngine.ResourceManagement.ChainOperation2:OnWrappedCompleted(AsyncOperationHandle1)
System.Action1:Invoke(T) DelegateList1:Invoke(T)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:InvokeCompletionEvent() UnityEngine.ResourceManagement.ResourceManager:ExecuteDeferredCallbacks() UnityEngine.ResourceManagement.ResourceManager:Update(Single) DG.Tweening.Core.DOSetter1:Invoke(T)

I did clean and build repeatedly. This only happens in the player. I can run the editor with “Use Existing Build” withou tissues.

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.