Error during addressables build

So following the instructions on the Localisation guide I was at the "Window/Asset Management/Addressable Assets/Groups by clicking Build/New Build/Default Build Script" part and I got this error:

ArgumentException: Asset ‘Library/unity default resources’ is not a valid Asset or Scene.
UnityEditor.Build.Pipeline.BundleBuildContent…ctor (System.Collections.Generic.IEnumerable`1[T] bundleBuilds) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.15.1/Editor/Shared/BuildContent.cs:147)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode.DoBuild[TResult] (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput builderInput, UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext aaContext) (at Library/PackageCache/com.unity.addressables@1.16.15/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:177)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode.BuildDataImplementation[TResult] (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput builderInput) (at Library/PackageCache/com.unity.addressables@1.16.15/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:77)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase.BuildData[TResult] (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput builderInput) (at Library/PackageCache/com.unity.addressables@1.16.15/Editor/Build/DataBuilders/BuildScriptBase.cs:84)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings.BuildPlayerContentImpl () (at Library/PackageCache/com.unity.addressables@1.16.15/Editor/Settings/AddressableAssetSettings.cs:1909)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings.BuildPlayerContent () (at Library/PackageCache/com.unity.addressables@1.16.15/Editor/Settings/AddressableAssetSettings.cs:1891)
UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor.OnBuildPlayerData () (at Library/PackageCache/com.unity.addressables@1.16.15/Editor/GUI/AddressableAssetsSettingsGroupEditor.cs:280)
UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor.OnBuildScript (System.Object context) (at Library/PackageCache/com.unity.addressables@1.16.15/Editor/GUI/AddressableAssetsSettingsGroupEditor.cs:275)
UnityEditor.GenericMenu.CatchMenu (System.Object userData, System.String[ ] options, System.Int32 selected) (at <7d90b28560b644ce87b8263efcc36eed>:0)

Any thoughts?

Can you try updating to the latest version of Addressables? You can do this through the package manager.

Hi there again Karl Nice to see you again (I was at the webinar yesterday).
That was the fist thing I did but to tell you the truth I had never used addressables before. Digging into them today, maybe I missed something that was super-obvious? I really don’t know. As you can see above in the error report I’m using Addressables 1.16.15 Unity 2019.4.16

Oh nice to see you again! I hope you found it useful. :smile:
What assets have you localized? Did you use some assets from unity default resources? E,g the default sprites etc? I suspect this may be a bug when using builtin assets with addressables.
As these assets are already included in Unity we dont need to build them into Addressables, we just need to load them from the builtin resources. Ill speak to the Addressables team to see if they have any ideas.
For now the simplest thing to do would be to copy the builtin resources you want to use, so they are a normal asset in the project.

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@karl_jones that must have been it!

I wanted to do a quick test so I indeed used the primatives but it failed even after I deleted that table. Apparently I also had to clean the build.on the addressables windows. It works fine now. Thank you.

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