Detecting addressables that failed to build

Greetings,

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.

Any ideas?

I workaround this bug/limitation by subscribing to the Application.logMessageReceived event before I call AddressableAssetSettings.BuildPlayerContent and track any errors that occur during the build.

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.

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Thanks for that, I will give it a try

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