In the editor all is fine with “Use Asset Database” and “Use Existing Build” (Albeit the latter with missing materials, all magenta). However, when I build for WebGL and try to load the scene, it crashes what appears to be right on completion, before the callback can be called. Any ideas why this would happen? Is it a bug?
On a side note, my build is now 50mb larger after packaging my scenes into addressables. Shouldn’t the build actually be much smaller now?
After separating bundles into logical groups, and setting each to pack separately, the browser no longer crashes, but does run out of memory on loading the addressable scene. I find this very strange. When I profile memory when loading the scene in the Unity editor, says I’m using 1gb. Isn’t the upper limit 2gb? Really having a hard time figuring out why I can’t get these addressable scenes to load in the browser