I’m trying to use the Hosting Service. I carefully followed this documentation, but I can’t connect. I’m using the Quest 2 (Android build) And I get this error (in ADB).
Curl error 28: Failed to connect to 192.168.0.46 port 54073: Connection timed out
RemoteProviderException : Unable to load asset bundle from : http://192.168.0.46:54073/Android/defaultlocalgroup_unitybuiltinshaders_582b33f04d18b6faabf2d2b3f30cf006.bundle
I don’t get any kind of feedback in Unity (like : Attempt connection)
When I paste the URL in the error into a browser, it still fails to do anything, but I do get a message in Unity
I have 2 profiles. One Remote and one for Local Hosting. The Remote one works well and the Local Hosting is identical as the one in the linked documentation.
Sorry for the delay, I’m using Addressables 1.18.15.
I did continue to try to make it work. The thing I don’t understand is, when the hosting service is enabled, I can go in the browser and paste this URL:
Like mentioned in the OP, it doesn’t work, BUT if I replace the IP with “localhost”, it downloads the file so I figured I would just replace the path to use localhost, but nope. The error is still the same.
Tho, as I undersand it, localhost is “127.0.0.1” which meant to me that if my build was on Windows and executed on the same computer as the hosting service, it would’ve worked.
Hi @marcuslelus do you have any firewalls enabled like Windows Defender? You can try disabling them. I was running into a similar issue when connecting to an Android device.
I’m seeing pretty much the same thing. I’m trying to load video files via addressables from a local ip and it doesn’t seem to be able to get anywhere, as I get the same error
Unable to load asset bundle from : http://192.168.0.46:....
What I’m doing…
public IEnumerator StartLoadingVideoAssets()
{
AsyncOperationHandle<VideoClip> handle = Addressables.LoadAssetAsync<VideoClip>(VideoRef);
yield return handle;
// handle result
if (handle.OperationException != null)
{
Debug.Log(handle.OperationException.Message);
}
else
{
videoPlayer.clip = handle.Result;// store the addressable file as the clip
videoPlayer.Play();
// Release the asset after its use:
Addressables.Release(handle);
}
}
My Addressable setup is pretty much verbatim what the OP has.