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.
Unfortunately, the 1.x series of Addressables is only receiving critical updates with 2022.3 moving out of support. This has been fixed in the 2.x stream If you’d like to pull it into a local copy of the 1.x stream look for difference in BuildLayoutGenerationTask.cs.