Hi, I’m new to addressables, I have neither use them previously nor I’ve used Asset Bundles. For the moment I only want to use addressables that will be stored locally in the project, kind of like the old Resources folder.
I’ve read some docs, and follow along. Everything works perfect in the Editor this far, I can load the assets (sound and images) and use them without any problem. But when I build the game, the addressable assets are missing. Either I’m not building the package in the project, or I’m not connecting it properly. I haven’t created any sort of asset bundle, maybe that’s the problem? Please help.
My options for the Addressable Asset window are:
Play Mode Script : “Use Asset Database (faster)”.
Each time I update I’m using “Build> New Build> Default Built script”
Please tell me what things to check.
Check your groups, see if their load path is set to remote load path. Then check your remote load path, and make sure your build bundles exist at that path. If you just want them to be built with the engine, you can set your groups Content Update Restriction to Cannot Change Post Release
.
Thanks a lot, you solved my issue!
For anyone experiencing the same problem, here’s what I did:
The reason why addressables were behaving different in the Editor than in the scene, was because in the addressables “groups” window, I had “Play Mode Script” set to “Use Asset Database (faster)”. This is some sort of perview mode, that allows you to work without building your assets, instead, I need to use “Use existing build”. You have to rebuild the assets every time you change something, wich is ok for me, since I was already doing that.
After this, I could see the same problems I had in the build in the editor too. This allowed me to notice that only a few assets were not loading, and they all belonged to the same group. I found the scriptable object for that gorup, and in the inspector it hada nothing other than an “Add schema” button. I use it to add a schema of type “Content Packing & Loading”. That was actually all I had to do, since I wanted to load from the local build path, and that’s set by default. Apparently without that schema, Unity doesn’t know how to load the group. After that I rebuild my assets (groups window>Build>New Build>Default Build Script).
Everything is a lot more clear now.
Its happening to me as well just i dont understand that at all