I am not really sure where to start in regards to getting addressables and Unity Cloud Build to work together.
Current State
I can make and run local iOS builds with Addressables using a manual click of the Build Player Content menu option before doing the iOS build
I can have a Unity Cloud Build setup that can make iOS builds that do not include the addressable assets (because I do not commit the cooked StreamingAssets to my repo I assume).
Goal
Have Unity Cloud Build build the addressable content for a “Production” profile before doing the build.
Constraint
I would like to not have to commit any local build artifacts to my Repo (ie. Generation fo the StreamingAssets folder)
Hi @Konstantin_Playtino , a good percentage of cloud build issue are missing files. I guess you may forget to commit a file or that file is ignored by git (via .gitignore).
From the log, the CloudBuildHelper.PreExport method is executed and failed at AddressableAssetEntry.CreateCatalogEntries()
public void CreateCatalogEntries(List<ContentCatalogDataEntry> entries, bool isBundled, string providerType, IEnumerable<object> deps, object extraData)
{
var assetPath = GetAssetLoadPath(isBundled);
var keyList = CreateKeyList();
var mainType = AssetDatabase.GetMainAssetTypeAtPath(AssetPath);
if (mainType == typeof(SceneAsset))
mainType = typeof(SceneInstance);
if (!CheckForEditorAssembly(ref mainType, assetPath))
return;
The mainType seems null, caused by a non-existing AssetPath.
Hi @Favo-Yang , I actually know this type of error and I also checked my files. Like I said the local build runs without the issue. I downgraded Addressables to 1.1.4 and now cloud build works again. I don’t know why but thanks for your response.