I just encountered a bug with addressable assets and maybe someone can help with it?
i hosted my files remotely, the client checks in the beginning with GetDownloadSizeAsync(X) if there is any bundle which is not cached (size > 0) and then downloads it, it works in this case. But if i upload an updated bundle to the server and call GetDownloadSizeAsync(X) again while the app is still running it always returns 0? no matter how often i call it, it won’t change. Restarting the app detects the new bundle and it returns the correct size.
Is this a wanted limitation or did i miss something to make it work?
Hey @Driven currently at runtime Addressables doesn’t update the Content Catalog so if you’re calling GetDownloadSizeAsync at runtime Addressables is still looking for the same bundle that you’ve already downloaded. Downloading bundles uses UnityWebRequest which takes advantage of the engines built in cache system. When you request the download size the second time it sees the bundle is already cached and so that’s why you’re getting a download size of 0.
In a release in the coming weeks we have an API implemented that will allow the ability to update the content catalog at runtime. If you use this new API to update your content catalog after you’ve updated the content on your server it should look at the new bundle that isn’t cached and return the download size you expect.
Hey thanks for the insight, sounds like exactly what I need, if it is also possible to download und reload bundles at runtime. I hope it will be available as soon as possible :).