KeyNotFoundException: The given key was not present in Dictionary

Editor version: Unity 6000.0.24f1
Platform: Android
Addressables for Android v1.0.4

After migrating to Unity 6 and using the new Addressables package that support Play Asset Delivery for Android, I started getting ‘KeyNotFoundException’ when downloading assets.

I have defined the asset groups and schema to use PAD.

Here’s the code that downloads asset packs on launch:

I made sure that all assets were built via Preferences > Addressables > Build addressables on player build

Also tried manually building assets via Asset Management > Addressable Groups > Build > New Build > Play Asset Delivery

As I said, this only happens with Unity 6 and using Addressables for Android. Works normally on Unity 2022 and Remote Assets; the problem is, the costs is too much that’s why I wanted to host the assets to google instead.

Am I missing something? Thanks.

I personally use this code to get the asset packs using PAD:

AndroidAssetPacks.GetAssetPackStateAsync(packNames);
AndroidAssetPacks.DownloadAssetPackAsync(requiredPacks.Select(x => x.name).ToArray());

But I also face issue atm with Unity 6 and this setup. It returns null exception when getting the asset pack states.
Would be interested if anyone has solutions for this, now we cannot release our game since build size got too big and can’t deliver assets on demand.