Hey,
I try to make a content update via the addressables group window with a .bin file. I just made a fresh (git) checkout on the very same Mac I previously made the initial iOS build. But now some of the generated asset bundles are named with another hash? So my (already deployed) build will not consume the correct local bundles, because the remote catalog points to some different local bundles. Nothing changed in the local bundles. So somehow the generated bundles (and hash) are not deterministic, which breaks the whole system in my point of view. I absoulutley did not expect this.
I previously made already content updates with the very same git code base and it worked. This happened just with the fresh checkout (delete old project und git clone again the same project)
Any advise?
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I’ll kick this over to the team for some guidance. Which version of Addressables are you using?
Thx! The verified Version 1.16.19 for Unity 2020.3.3f1
There could be a number of reasons that this hash has changed. If you have changed other data that it relies on etc. Changing the project name where bundle names utilise the project name for example. It is hard to say if this is a indeterministic issue or simply content has changed, Assuming it is indeterminism, your best bet it to find out what Assets have changed. Then look at why that Asset has changed rather than the AssetBundle, you can do this by extracting and comparing the bundles, as described in https://support.unity.com/hc/en-us/articles/217123266-How-do-I-determine-what-is-in-my-Scene-bundle-
It would be best to follow the content update workflow https://docs.unity3d.com/Packages/com.unity.addressables@1.17/manual/ContentUpdateWorkflow.html if you are updating builds with local content. This ensures the updated catalog uses the same AssetBundles from the built player.
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