Our current problem is that, when updating our game on a iOS/Android device (via e.g. Google Play Store), “CheckForCatalogUpdates” gets no changes from addressables (handle.Result.Count == 0
). This means that the first “LoadAsync” call will trigger an entire bundle download, instead of Downloading during app startup.
We are building new addressables on every build instead of using “Update a previous build”. What I debugged so far, it seems like the local catalog hash is overriden (on Addressables initialization) to the latest catalog hash when the catalog location changes (e.g. “catalog_2024_xxx.hash” to “catalog_2024_yyy.hash”), thus “CheckForCatalogUpdates” always compare the same local and remote hashes and don’t get any changes.
“CheckForCatalogUpdates” should get catalog changes when there is a new catalog location, right? I don’t care about triggering the entire download on “DownloadDependenciesAsync”, that’s our intention. But we depend on “CheckForCatalogUpdates” to report correctly the fact that Catalog changed. Is it the case that “CheckForCatalogUpdates” only works when building addressables with “Update a previous build”?