Addressables Event Viewer not working in 1.8.3

Hey there,

Using Unity 2019.3.2f1 and the latest Addressables version (1.8.3)

Don’t know if this is a bug or not, but the Event Viewer does nothing.
I ticked “Send Profiler Events” in the SettingsFile. Didn’t help.
I made sure that “Enter Play Mode Settings” aren’t enabled so Unity reloads the domain and the scene. Didn’t help.

Any other settings I missed or did I encounter a bug?

Bump.

It is working for me. However I remember facing similar problem with the previous Addressables release. It didn’t work under certain conditions but I don’t remember exactly how to reproduce it.

What Play Mode Script are you using? Try building bundles and using Event Viewer with “Use Existing Build”. Also make sure the Event Viewer window is open and visible when you hit Play.

It is also working for me on a different machine (Mac) in an empty project, but not in another one with the same Unity version on Windows with a slightly populated project.
The Event viewer is open and visible.

I didn’t have to build bundles and it worked on the Mac without problems.But I changed the Play Mode Script to Use Existing Build, it was set to “Use Asset Database”. Did a build with “Default Build Script” and tried it again. The viewer doesn’t show a thing. Cleared the view, disabled and reenabled the record button. Nothing helps.
@unity_bill any idea what’s going on, this a bug?

Curious! I’ll flag this for the team to have a look!

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Alright, I connected with the team on this one. First, they’d like you to file a bug report so they can look into this further. Unity QA: Building quality with passion

Second, they suggested you hitting Clear in the Event Viewer while running the game. Sometimes that will make it start showing events.

Yeah I read the tip with the Clear button already in another forum post. Sadly didn’t help.
I will file a bugreport then.

Alrighty the. Bugreport is out: Case 1245384

Same issue here
Unity: 2019.3.9f1
Addressables: 1.9.2

@BTStone_1 , do you have a URL to the bug report that we can follow?

I’ve had the same issue, usually clicking Clear fixes it although not always. Very frustrating that a window used for debugging doesn’t work.

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The “Clear”-Button didn’t help. But I got mail back from Unity and they stated this is linked to the “Enter Play Mode”-Settings. I was sure (double-checked) that I had those disabled when the problem occured.
As of now, they are disabled and the Event Viewer works.

Same issue here, but Unity 2019.2.17

Bump. The event viewer doesn’t show anything for us either; Unity 2018.4.16f1, addressables 1.10.0.

If the problem is related to “Enter Play Mode” settings, is there no way to work around this without upgrading to 2019?

@Adrien_Danglard If you are using 2018.4 there should be no Enter Play Mode Settings, since those have been introduced in 2019.3 - you have a different problem then.

Hmm I thought the problem was that you had to adjust these settings away from whatever the default setting is, to make the event viewer work. Which I can’t do, since, as you say, this is not possible in 2018. (Hence the second part of my question.) But I may have misunderstood the problem.

Same issue here:
Unity 2019.2.17
Addressable: 1.11.2

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Reproduced issue with
Unity 2019.3.15f1
Addressables: 1.11.2

Event Viewer is empty when playing. Send Profiler Events is enabled, Enter Play Mode Options is disabled

The one bug mentioned as reported in here was closed as @BTStone_1 mentioned because the Enter Playmode option to disable Domain Reload is not yet supported by Addressables. To anyone else still having issues beyond that, please report your issues as bugs so that they can be addressed.

Same issue here, with package v1.11.2

I’m using a temp fix as following to work around. (Though I don’t know if it will cause any side effects.)

com.unity.addressables/Editor/Diagnostics/GUI/EventViewerWindow.cs:91 change the last argument from false to true.

        void RegisterEventHandler(bool reg)
        {
            if(ProjectConfigData.postProfilerEvents)
                DiagnosticEventCollectorSingleton.RegisterEventHandler(OnEditorPlayModeEvent, reg, true);
        }
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