LoadResourceLocationsAsync doesn't see scenes and lighting assets with Asset Database mode

Hi,

Title pretty much says it all.
Unity: 2020.3.18f1, 2020.3.35f1
Addressables: 1.19.15, 1.19.19
OS: Windows

I’m getting issues only with ‘Asset Database (fastest)’ mode. I managed to automatically parse the scene’s provided path to its addressable path (which then works when passed to Addressables.LoadSceneAsync), but this is a very hacky way, and prone to errors, and it doesn’t solve the LightingAsset issue. I also have lots of asserts in the code to make sure to use this only in editor, and only when that mode is activated.
Just a clarification: the string I’m passing to LoadResourceLocationsAsync comes from the list returned from ‘Addressables.LoadResourceLocationsAsync(label)’
This is a big blocker. Can anyone help? @davidla_unity
Thanks

UPDATE: I just discovered the LightingAsset lies under UnityEditor namespace, which means Unity should’ve ignored this asset (I’m marking directories as addressables and thus any LightingAsset also appears as a sub-asset in the Addressables Groups window), but how is then the scene loaded in a built player? is it converted under the hood to an internal type and then merged with the scene asset?

2 Likes

Same but I dont have any lights and lights settings in the scene.
Cant load their resources locations. Help please @davidla_unity

Update
My bad. We should assign right asset type when we call GetResourceLocations.
SceneInstance in this case

1 Like