Addressables on phone attempting (and failing) to load from the build path?

I removed the base variables and replaced them with my own as I was developing my app and so far this is what is happening.

When I load the game from unity, built with Play Mode Script set to Use Existing Build, I get perfect performance. the assets load (from my repository) and everything seems fine. then I push it to my android phone and this happens.

2021/02/11 18:13:33.039 15207 15400 Error Unity Exception encountered in operation Resource(Stool\books-clonestory_assets_all.bundle), status=Failed, result= : Invalid path in AssetBundleProvider: ‘ServerData/AfterLife/Android/Books/Stool\books-clonestory_assets_all.bundle’.

the returned errors in logcat show that my build wants to load from ServerData (which is my build directory, not my load directory) for some reason. I have only minor ideas about why this is happening but I need help thinking of other ways. I don’t think it is how I am hosting it, as this is blatantly not looking where I am telling it to look!

I’ll kick this over to the team for a bit of guidance. Which version of Addressables are you using?

unity 2019.1.4f1 and Addressables v 1.16.16.
in a fit of frustration I tried to make a sample project with similar setup and it didn’t do this. confused I realized I made my sample project in 2020.1.14f1. So I updated the project to 2020.1.14f1 and am not getting this issue. I don’t know how to see what could have been different but that seemed to fix things. except for some minor ui issue that persisted but yea, upgrading fixed it.

Hi,
I think you are being hit by a recent issue where “Bundle Naming” is set to Filename. This bug was causing the BuildPath to be the LoadPath as you are seeing, when the naming was Filename.
The issue is fixed in 1.17.5-preview.

I am also getting an issue where the cacheing isn’t running, and the application grabs the whole bundle each time.

That sounds strange, firstly check to make sure that “use Asset Bundle cache” is enabled in the Group settings. If that doesn’t work, then when downloading the bundle, could you check in Addressables/runtime/ResourceManager/ResourceProvider/AssetBundleProvider.cs::CreateWebRequest. Where it has m_Options.Hash. that should not be null.

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Thank you… upon further inspection (reviewing the Group settings like you said) I found my bundles weren’t using asset cache. after changing those to on and rebuilding everything, asset cache does appear to be working.

if you can suggest it, @robinryf 's Firebase Asset build logic does appear to work wonders in allowing users to connect and load from the firebase storage with authentication and should be considered for integration, unless the addressable teams are working on some way to load from other protocols such as gs://.