Is there a way to determine what caused an asset to need to be downloaded?
Im 99.9% confident I made no changes in my assets and the asset catalog did not change in my cache but yet when I loaded one of my scenes it required a 2 gig download, which is quite a few dependency bundles that needed downloading. My only guess is that assets were deleted from the cache for some reason, but it has not been over 150 days and my cache has not reached the max space limit which I set to 20 gigs. Its at 4.5 gigs.
Another oddity is the used cache size did not change before and after the 2 gig download, so it must of just replaced the already existing files.
In terms of “why did an assetbundle change between builds, thus must be downloaded again, even when no content was changed”, I asked it a while ago as well.
If it’s not about “different assets between builds”, but why the game downloads the same asset without any update, then these things come to mind:
The assetbundle was corrupt. In this case Addressables downloads the asset automagically (see here ).
The assetbundle was removed from the cache, eg when it wasn’t accessed for a longer time or space was needed.
There are most likely more/other reasons why that could happen that I don’t know of.
Thanks a lot for your consistent replies to my post.
Will try the WebExtract or binaryToText tool to see if there is a difference at all between the old and new assets that download.
I don’t see how the asset could have been corrupted because I was just using the asset the day before, then the next day it said it needed updating
At no point did I do a build and my content catalog did not change.
There also was no way it was over 150 days old, so it shouldn’t have been auto removed.
I also don’t think it was removed from needing space in the cache because my cache is set to use 20 gigs and it was only at 4 gigs. (Altho the docs do say the cache has a 4 gig limit, but that makes no sense to me and Iv been asking for literally months on an explanation on that)
Also before and after the re-download of the asset the space used in the cache was exactly the same