About the Addressable Asset System

In Project A, I registered scene data in AAS and uploaded it to a web server.

When I load this scene data in Project B with LoadSceneAsync, the scene turns pink.

I have the Rendering mode (Gamma) and GraphicsAPI (Auto) in PlayerSettings set.

Only one piece of data was registered to the group, the scene data.
I did not register any prefabs or image data included in the scene individually.

Why does this happen?

Please give me some advice on how to deal with this.

    -
    public string catalogname = "catalog_0.json";
    private string catalogUrl = "https://xxx/ServerData/";
    public string addressableKey;
    private AsyncOperationHandle<SceneInstance> loadHandle;

    async void Start()
    {

        AsyncOperationHandle<IResourceLocator> handle = Addressables.LoadContentCatalogAsync(catalogUrl + catalogname);
        await handle.Task;

        if (handle.Status == AsyncOperationStatus.Succeeded)
        {
            Debug.Log("handle: Succeeded");
            loadHandle = Addressables.LoadSceneAsync(addressableKey, LoadSceneMode.Additive);
        }
        else
        {
            Debug.Log("Failed to load content catalog.");
        }
    }

    void OnDestroy()
    {
        Addressables.UnloadSceneAsync(loadHandle);
    }

Do you have any custom shaders in the scene? Your code looks fine, but there are Addressable settings that can change how shaders are loaded.

Here’s our documentation on loading content from multiple projects which goes into a little bit about built-in shaders.

Load content from multiple projects | Addressables | 2.3.1 (unity3d.com)