Cloud content delivery path error

Hello, I was trying to figure how to make the cloud content delivery system works to implement it at my mobile game… I was searching for a tutorial “how to”… but I was unable to make it work.

I have notice this…


When I put this link at my “RemoteLoadPath” to load the 3D models, the full path of the http have an error, before the “?path=” appear a “/” character… I don’t know if I am doing something wrong here…

The RemoteLoadPath I am using is this one “https://05ca848e-6180-40f3-94b6-3a17f1ecbffc.client-api.unity3dusercontent.com/client_api/v1/buckets/49438393-1e2c-4aa3-9a85-310923716a1c/releases/48cee501-e8fe-439c-af91-495b1140703f/entry_by_path/content/?path=

and the extra part of the path is this one “/q_quality_assets_all_420e91ff379905cd7239aac36cac4136.bundle”

I have tried to download the file without the “/” in middle and seems to work or something is downloaded but, at runtime it didn’t work. Is it a bug, error or something like that? or just a bad configuration from my part?

If you can give me an example of the configuration, that could be very helpful… I am gonna try several days more to make it works, but… if that is a bug from the code there is no much I can do.

I used several versions of the Addressables too, from 1.16.16 to 1.1.10 and also I migrate my game to a newest version of Unity the longterm from 2019. I test several thing and I still got the same error or similar.

We trim the leading ‘/’ off of all paths. So you’re correct to remove that. Do you get any errors or logs once you do that?

At runtime or the build of the .apk.I can’t use the 3D models, cause the path error, I tested the download of the file out of Unity with the browser without the “/”. At Editor I got LogError messages, the first picture shows clearly the LogError and the path Issue.

Can I get a link of a project or demo of the CCD working with the runtime cloud downloading?

There’s no asset by that name in the release - 48cee501-e8fe-439c-af91-495b1140703f. In that release the file is called:

q_quality_assets_all_9592fcb3178f00358175068a98b10c3d.bundle

Does that help?

Yeah… I manage to make it works at StandaloneWindows64 built with no problem at Unity 2020.2.6f1, got some issues with the profile update RemoteLoadPath that didn’t change when I change it… so I need to rebuild the local files for that… something I was not doing before… also I got a problem related to Android which add to the RemoteLoadPath a “/” after the “?path=” as I said, for that I made the same to the StandaloneWindows64 but instead of using the inner folder files of the folder StandaloneWindows64 I use the whole folder as container for Android built… and also, it seems I need to update the profile RemoteLoadPath to the newest version of the Bucket at CCD… another thing I was not doing…

So… my path for Windows was ?path=bundle name
and for my Android version was ?path=Android/bundle name

I hope this is clear enough… but I got that “/” for android that make the RemoteLoadPath require the [Built target]

I was testing at my current version of Unity at another testing project for the implementation, and also I was able to make the build works for mobile at 2019.3.6f1. So problem solved.

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