in some build for loading some assets this error appears:
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception)
System.Action`2:Invoke(T1, T2)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean)
UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception)
UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception)
UnityEngine.ResourceManagement.ResourceProviders.AssetBundleResource:BeginOperation()
UnityEngine.ResourceManagement.ResourceProviders.AssetBundleProvider:Provide(ProvideHandle)
UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:Execute()
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute()
UnityEngine.ResourceManagement.A```
in new addressable build assets load but after updating previous build and putting new catalogue on server client can't download some assets anymore.
it's some specific asset problem for example in addressable build "num1", asset A and B load without problem after updating addressable build "num1", asset A loads but asset B encounter error. after this updating build "num1" will not fix the problem and I must create addressable build "num2" and problem will solve until next addressable build update that will break build "num2" too.
I searched and all of question I saw in single quotes there was a path but in this error it's empty
Hi @noobogami in your example, is asset B a dependency of asset A?
Also are you using a new AddressableAssetSettings object that was created after upgrading Addressables to 1.19.4? Or are you still using an old object that was created in an older Addressables version?
I would suggest trying to reproduce the issue in a new/clean project. 1.19.4 changed the names of some profile variables, which introduced a few build issues.
none of my bundles have dependency to another one (all of them are stand alone)
I didn’t change AddressableAssetSetting object and don’t know if it’s updated version or older object (how should I know it is which?) if it help in my AddressableAssetSetting I can choose combined path for load and build catalogue that was separated in previous version.
I don’t know what caused this problem. after 6 - 7 months of development it appeared out of nowhere (during that time I was testing addressable and had many builds and there was no similar issue) so don’t think reproducing is possible.
@noobogami 1.19.4 added the new path pairs feature, which renames the default profile variables to use a ‘.’ separator. For example RemoteLoadPath becomes Remote.LoadPath.
Also the profile variables look like this in the Addressables Profiles window
Could you try replacing the "" slashes with “/” in the Remote.BuildPath (i.e. E:/xxamp/htdocs/…) and rebuilding Addressables? I know we had some issues with path separators recently.
I couldn’t fix this and just gave up for now because we are in middle of production and after a week of struggling with addressable I changed our pipeline to this:
for every new addressable build I use new build instead of update previous build and duplicate catalogue and rename it to previous builds so now in our server there are about 7 catalogue for each version that all of them are same files.
it’s not a very good approach but it’s working for now until find a way to fix it!
I was getting this exception after a content update after updating from addressables 1.16 to 1.19
I’ve since recreated our addressables config using 1.19 and it no longer occurs.
There have been some other changes to our build since the exception was last seen (we have simplified the addressable groups configurations using folder mapping) so i can’t say for sure that it was regenerating the addressables config that fixed it.
I deleted the Assets/AddressableAssetsData folder, then in the Editor the Addressable Groups window it will prompt you to create a new on.
I had mainly used folder mappings so the config was simple and quick to recreate.
Hey all apologies for the delay! There’s a fix coming in the next release (next month). The issue can occur when loading an addressable scene after a content update.
What should I do if I’m still using the old names? I’m experiencing similar issue as OP.
EDIT:
So the context, we’ve just migrated from Unity 2019 to 2021. After the migration, I checked the addressable version in the package manager, says it’s the latest version. So I thought the package got automatically updated while the project was being recomplied to Unity 2021. But when I checked the addressable profile menu, it doesn’t show the naming pair as shown above, so maybe the addressable package is not actually updated? So what must I do to properly update the addressable system?
If that helps anyone, I had the same error after doing an update build if I changed a prefab that was instantiated in my scene. The prefab was not explicitely added to the addressables group, only the scene
What happened when doing the build is that the catalog was changed (specifically the m_KeyDataString entry and 2 others), but no asset bundle was added or changed
To fix it I simply did the change as an override in the scene, which is acceptable since this was a hotfix until the next player build, where I simply reverted the override and fixed the prefab directly. I believe adding the prefab explicitely to the group might also fix the issue but I haven’t tried it