I’m currently developing a multiplayer game and I’m using addressables in my project. Today I’ve run into an issue which I can’t seem to shake, which is the following:
Cannot read BuildLayout header, BuildLayout has not open for a file
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&)
AddressablesPlayerBuildProcessor:PrepareForPlayerbuild (UnityEditor.AddressableAssets.Settings.AddressableAssetSettings,UnityEditor.Build.BuildPlayerContext,bool) (at ./Library/PackageCache/com.unity.addressables@1.21.12/Editor/Build/AddressablesPlayerBuildProcessor.cs:101)
AddressablesPlayerBuildProcessor:PrepareForBuild (UnityEditor.Build.BuildPlayerContext) (at ./Library/PackageCache/com.unity.addressables@1.21.12/Editor/Build/AddressablesPlayerBuildProcessor.cs:80)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()
This stops me from being able to build my project. What I’ve tried:
Clearing the cache
Deleting the addressablesAssetData folder
Doing a new addressables build
None of these steps have worked. As this is a multiplayer game, the only way I can really test it is by creating builds so this has stopped me in my tracks a fair bit. Any help would be greatly appreciated.
I’m using Unity v2022.3.0 and using addressables v1.21.12.
This may have been some weird data in a previous build that was still interfering with current builds. I tried a clean build from the build menu in Unity and it is seemingly back to normal.
Thank you, this fixed the issue quickly. I’ve been fixing it in a more tedious way which i found out by luck, it goes by running analyze selected rule, change the script a little for it to recompile, then build it. with no other action in between. The non-sensical sequence was quite worrying.