Loading RuntimeAnimatorController with Addressables

Hello, I am loading a RuntimeAnimatorController with Addressables. On Editor it works fine, on Android I get a UnityEngine.AddressableAssets.InvalidKeyException. I tried using different keys, the name of the asset, the runtimekey, but none of them worked on Android. Is it even possible to load an RuntimeAnimatorController ?

To my knowledge that shouldn’t be an issue. Sounds like a bug. Would you mind filing a bug with Unity and posting the case number here? If you have a sample project you can submit with the bug that helps a lot too. Thank you

@rg_johnokane I wasn’t aware of that thread. Your suggestion is exactly what I thought would need to be added. Thanks for posting that.

I’m not sure if it still applies, but it’s a fix I keep adding to my local package as I upgrade. Also, the behaviour in general around that code does look a little odd - but I’ve not looked closer since.

@rg_johnokane thank you for your help.
@davidla_unity I will submit a bug report in about one day.

I’ve also been having this issue, and following @rg_johnokane 's suggestion in the linked thread fixed it. Also submitted a bug report, Case 1198461.

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