Loading 2 assets consecutively make the second to never complete

In my game initialization I need to load a series of assets.

I start by loading my scene, then I load specific asset because I need to access them like a TextAsset. However when I load the second asset, the task will never complete… If you break the process you just see that it will create task after task, like in a cycle.

If I don’t do the loadsceneasync first, all work well

AsyncOperationHandle<long> getDownloadSizeHandle = Addressables.GetDownloadSizeAsync(sceneStarfall);
                yield return new WaitUntil(() => getDownloadSizeHandle.IsDone);

                if (getDownloadSizeHandle.Status == AsyncOperationStatus.Succeeded)
                {
                    long value = getDownloadSizeHandle.Result;
                     if (value == 0)
                    {
                        AsyncOperationHandle<SceneInstance> aoScene = sceneStarfall.LoadSceneAsync(LoadSceneMode.Single, false);
                        yield return new WaitUntil(() => aoScene.IsDone);

                    }
                    else
                    {
                        message = $"Downloading {value / 1024 / 1024}MB";

                        AsyncOperationHandle<SceneInstance> aoScene = sceneStarfall.LoadSceneAsync(LoadSceneMode.Single, false);
                        while (!aoScene.IsDone)
                        {
                            DownloadStatus ds = aoScene.GetDownloadStatus();
                            message = $"{ds.Percent * 100:f1}% completed ({ds.DownloadedBytes / 1024}/{ds.TotalBytes / 1024}kB)";
                            yield return new WaitForEndOfFrame();
                        }
                        myScene = aoScene.Result;
                    }
                }
            }
            finally
            {
                if (!Succeed)
                {
                    message = "Failed to download, please restart game";
                }
                else
                {
//                    goStartGame.SetActive(true);
//                    goStatus.SetActive(false);
                }
            }
            AsyncOperationHandle<TextAsset> aoEmojiJSON = Addressables.LoadAssetAsync<TextAsset>(@"Assets/Emoji/EmojiData.txt");
            yield return new WaitUntil(() => aoEmojiJSON.IsDone);

Also, if I look at the AssetReference, even before I load them, they say done, and they already have all the required content inside them, like I don’t need to load them, any reason they start as “Done”

Thank

Did more test… if I load the other asset first, the do the loadscene… it work. So what in LoadSceneAsync is breaking addressable for further use?

I’ll kick this over to the the team for them to review. Which version of Addressables are you using?

1.17.17

Check this in the documentation: https://docs.unity3d.com/Packages/com.unity.addressables@1.18/manual/LoadSceneAsync.html

Thank I missed that one in the documentation…