Addressable Initialization Stuck- how to initialize addressable without connection to remote host

Initializing Addressables with or without network access works fine.

But in the event that the user is connected to a VPN, but has no internet access the initialization is stuck for about 2 minutes which i am guessing is the timeout period.
there is a curl error in device log which i am assuming is linked to the failed connection.

This problem persists even when I enable the DisableCatalogUpdateOnStart in Addressable settings.

there is no way to modify this timeout period.

why does it want to connect to remote host on startup?

Is there any workaround to this problem?

Any guidance or clue on what i should do?

Thanks for flagging. Which version of Addressables are you using?

I have same problem.

When offline or good connection, my assets are downloaded instantly, but if I have a bad slow connection, then I have to wait about 20 seconds before getDownloadSize returned 0 and I get Curl error 35.

I checked “Disable Catalog Update on Startup”, set Timeout to 1 in my remote group, but nothing help.

I using the latest version 1.16.7 addressables package, but also i tryed verified version - 1.8.5.
Unity version - 2019.4.5f1

added:
Assets in local groups are also not loaded until this hidden web request is not complete. It’s ridiculous.

For all with this problem, i found solution here:

Bump. I have same issue. @unity_bill
I used addressables 1.16.15 and Unity 2019.2.21f1 version.

First, if project configure remote catalog and local & remote bundles,
but no connection to host server when initialize app, then addressable system is frozen at least 2 minutes.

It cannot be controlled by my settings or script codes
and same that turn on or off “Disable Catloag Update on Startup” option.

Second, if remote host have connection but not have catalog,
then it will be fine. I think this scenario can load local bundle contents.

So please confirm the function of could use local bundles content when no connection of remote host server.

Hey, I cannot speak for Unity developers, but as far as I know, this is a known issue. There are a few threads on it on these forums, for example Addressables.InitializeAsync takes 300s with slow internet connection and the one mentioned above.

Hi there. I’ve just found this problem on Unity 2020.3.26f1 and Addressables 1.18.19.

We have both remote and local groups, being the local ones mandatory for the game to load, and remote ones fetched later in the game. Whenever we call LoadAssetsAsync on a local group, and the device has a 100% loss internet connection, the task gets stuck for a couple of minutes.

I guess it’s because it’s trying to fetch the catalog, but it should be able not to, if the addressable trying to be loaded is local. Also, we should be able to set a timeout for this initial call.

Any update on this that I might be missing?
@TreyK-47

EDIT: Looks like there is now a timeout setting for catalog load on the AddressableAssetSettings that might be a valid fix for this, isn’t it?