
Any news about the problem with UnityBuiltInShaders?
I am affected from this too.
Cheers
Diego
I’m having a shader problem on Android when trying to load an addressable asset. IOS works fine and I rebuilt the assets for each platform. It’s set to Packed. Is this a known issue?
Which AA version are you using?
I have a similar issue where all the sprites in one of my scenes have gone pink since I updated from 0.4.8 to 0.5.3. I’ve been trying to isolate the problem for 2 days to provide a repro sample… without success so far.
0.5.3
Are you running in packet mode?
That error shows only in the editor if you run on a device it should be ok.
Not ideal but it’s something. Try to run in fast mode in the editor.
That screenshot is from my mobile device.
When I run in Packed mode in the editor it looks the same. Fast mode looks correct.
Have you resolved the dependencies?
Click Analyze then Fix All until you have no issue left.
There are no dependencies. It’s just the Andy Android model with a Mobile/diffuse shader. The same issue occurs when using a cube primitive with standard shader.
I’ve been testing and moved it to default local group and same thing. I’m thinking this is android specific.
IOS works fine


I don’t know without seeing the project. It looks ok for what I can see.
I can tell you that I am running the project on a crappy Android and it works (after killing the UnityBuiltInShader, link ) but I guess your problem could be different since I got a proper error that crashed the App.
I created a new project that just spawns a cube. 'm assigning an AssetReference and instantiating it on Start.
using UnityEngine;
using UnityEngine.AddressableAssets;
public class SpawnAddressable : MonoBehaviour
{
public AssetReference placeableObject;
private void Start()
{
placeableObject.Instantiate<GameObject>();
}
}
Works on IOS, not on android.
In the editor I’m getting the following errors:
Exception encounterd in operation UnityEngine.ResourceManagement.RawDataProvider+InternalOp`1[System.Object], result='', status='None', valid=True, location=LocalCatalogHash2e5effbde1b5c4ff6833b9119d03e8c4..
UnityEngine.ResourceManagement.DelayedActionManager:LateUpdate()
Exception: Invalid path in RawDataProvider: '/Users/sbuchbinder/Library/Application Support/DefaultCompany/Addressables/com.unity.addressables/catalog_2019.01.16.17.14.39.hash'.
UnityEngine.ResourceManagement.DelayedActionManager:LateUpdate()
@xxTheStuFactorx, stupid questions, but in any case: Have you made sure the load path is correct? Have you made sure to build the bundles for android as well?
I believe the load path is correct. I’m just using the Packed Asset Group that you create by right clicking in the addressable window. The cube spawns but is magenta (pink). On IOS it looks correct
I would upload the project but file size restrictions do not allow it. I will post a link shortly.
File size restrictions do not allow me to upload the project but here’s a dropbox link:
https://www.dropbox.com/s/8kq4vgt26fob577/Addressables.zip?dl=0
It works using a custom shader!! I just renamed the mobile/diffuse shader and killed the fallback. So it’s definitely a shader issue with AA and Android
@unity_bill Could we get ANY timetable which is a bit finer grained as “Don’t use it before mid 2019”, “Use it after mid 2019”.
I have set up the Hosting server, and followed the steps here:
But it doesn’t do any of the things shown in the video. First I cannot get the server running properly and if I do a standalone mac client, none of the assets work. Same with local directories.
I cannot get the “Prepare Content” thing to work. I have the .bin file from the previous build (I had to copy/paste this manually) but it never recognises that any of the prefabs have changed ever.
Also, virtual mode works, but it always updates my assets to the latest one, even if I haven’t pushed it to the “CDN” directory.
Looks like a couple of the comments here are asking me a question. The problem is that this thread has so many conversations going that I can’t tell who has replied to whom about what.
So if you have a question you’re hoping I specifically will read and reply to, please make it into a dedicated thread. This one has gotten too convoluted for me to follow.
-Bill
Is it possible to retrieve by code the names of all the assets in a group of addressable? If it’s possible, how?


