Hello,
The localization is working fine for my projet as long as I am using Strings, but I cannot use Asset Tables :
If I create a new Asset Table Collection and try to build the Addressables, the build fails with the following error:
The given key was not present in the dictionary.
Addressable content build failure (duration : 0:00:00)
Stacktrace
The given key was not present in the dictionary.
0x00007ff6c2e748bc (Unity) StackWalker::GetCurrentCallstack
0x00007ff6c2e7cf59 (Unity) StackWalker::ShowCallstack
0x00007ff6c439be7c (Unity) GetStacktrace
0x00007ff6c54c87c3 (Unity) DebugStringToFile
0x00007ff6c2f1f4c6 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x0000022bd7114d3b (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x0000022bd7114c8b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
0x0000022bd7114a10 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x0000022bd71148d5 (Mono JIT Code) UnityEngine.Debug:LogError (object)
0x0000022bd700a07b (Mono JIT Code) [BuildScriptBase.cs:100] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput)
0x0000022bd70093ca (Mono JIT Code) [AddressableAssetSettings.cs:2529] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl ()
0x0000022bd700902b (Mono JIT Code) [AddressableAssetSettings.cs:2500] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&)
0x0000022bd7008edb (Mono JIT Code) [AddressableAssetSettings.cs:2284] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent ()
0x0000022bd7008e8b (Mono JIT Code) [AddressableAssetsSettingsGroupEditor.cs:357] UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor:OnBuildPlayerData ()
0x0000022bd7008cf3 (Mono JIT Code) [AddressableAssetsSettingsGroupEditor.cs:352] UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor:OnBuildScript (object)
0x0000022bd7008c45 (Mono JIT Code) UnityEditor.GenericMenu:CatchMenu (object,string[ ],int)
0x0000022bd7008af6 (Mono JIT Code) (wrapper runtime-invoke) :runtime_invoke_void__this___object_object_int (object,intptr,intptr,intptr)
0x00007ffc57ade660 (mono-2.0-bdwgc) [mini-runtime.c:2816] mono_jit_runtime_invoke
0x00007ffc57a62ae2 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007ffc57a6bb3f (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007ff6c2cfc0e4 (Unity) scripting_method_invoke
0x00007ff6c2cf4a35 (Unity) ScriptingInvocation::Invoke
0x00007ff6c37f107a (Unity) CustomPopupMenuInterface::Execute
0x00007ff6c37b5dcd (Unity) MenuController::ExecuteMenuItem
0x00007ff6c43c7ee4 (Unity) ShowDelayedContextMenu
0x00007ff6c43ddeb6 (Unity) GUIView::OnInputEvent
0x00007ff6c392c7e8 (Unity) GUIView::processInputEvent
0x00007ff6c43d4932 (Unity) GUIView:
oPaint
0x00007ff6c43e103d (Unity) GUIView::RepaintAll
0x00007ff6c3a1067d (Unity) Application::TickTimer
0x00007ff6c43a5671 (Unity) MainMessageLoop
0x00007ff6c43a96b1 (Unity) WinMain
0x00007ff6c61fbf46 (Unity) __scrt_common_main_seh
0x00007ffcb5737974 (KERNEL32) BaseThreadInitThunk
0x00007ffcb804a2f1 (ntdll) RtlUserThreadStart
This happens even if the table is empty (no entry) and I try to build right after I created it.
Note : If I go to the Tables assets and click “Remove Table from Collection” on all the Asset Tables, the Build completes without error (but obviously without building the Asset Tables).
Any idea on why this is happening ?
Using Unity 2020.3.18, Addressables v1.19.4, Localization v1.0.1
Best Regards