I have some automated build machines that build the addressables in a pre build,
On a whole they work fine but on occasion I they don’t build the addressabels (normally due to issues with
‘UnityEngine.UIElementsModule.dll’ could not be opened)
In the logs I see “Addressable content build failure (duration : 0:00:13.117)” Is there any way to detect this so I can exit the build, as it does not send an error so it continues making the build with no addressables.
When BuildPlayerContent completed I check if any error occurred and throw an exception in case it did.
There seem to exist several bugs in how Addressables or ScriptableBuildPipeline handles errors during a build, so custom code is really the only option to get this somehow working.