Localization and Addressables problem in BUILD: “Invalid path in AssetBundleProvider”

Essentially what the title says. I have no errors while building the project, yes i have already cleared the cache in the Groups windows, yes i have build the addressables, all without any errors and yet when i open the executable of the game the dev console starts going wild in red messages about the whole addressables system collapsing because it cant find any locales apparently. I will attach the player log and some pics of the problem. How am i supposed to solve this? Is it the localization system? the addressables? any workarounds? ive already tried some of the things ive read in the forum, like switching the naming to filename+hash, but it does nothing.

i tried to include relevant pics of my settings, but let me know if you need any more info.
localization version is 1.4.5 and addressables 1.21.21 and unity is 2022.3.19f1

playerlog.txt (252.7 KB)





eng


This is an Addressables issue. Its not finding the asset bundle file.

This file should be in your built project, somewhere in the StreamingAssets folder. First, check if it exists. I can see you have custom build and load paths, it looks to me like an issue here. They have different names so it may be building the assets to one path and trying to load them from a different one that does not exist.

Thanks! could you help me navigate the issue with a little more hints here and there?, honestly its my first time working with addressables and not by choice, only because we needed a localization system, and it seems by default the unity localization system uses addressables, so. Yes i can see its set to custom paths, but i dont believe i actualyl touched those settings ever before, only thing i messed with (today) was the internal and bundle naming mode, only because i saw people saying they changed that and their issue was fixed.

edit: after looking for the streaming assets folder, this is how it looks.

Im not sure why it would have those settings then. I think the simplest thing to do would be to delete the whole AddressableAssets folder in your project and regenerate it by running the Localization analyzers

gonna try that and check :slight_smile:

1 Like

tried to do it, i cant open the analyzer window now:
error_add

Oh thats new. Try creating an empty addressables settings file. I think it can either be done through right clicking in the project view or opening the Addressables Group view. Then run the analyzer.

I believe as that popup hinted, it was moved to groups. I generated it fresh, compiled it, then build the actual game, all smooth, zero errors, but yet still when i open the executable i get the errors:
i did notice the error message is different this time, but the meaning i believe is the same, the system is not able to find the actual locales.

maybe you are trying to access them before they finished downloading. or your game is blocked from accessing the web

maybe add some checks see if the downloads were successful and data is available?

sorry can’t add more to the discussion than this

thanks anyway! i dont think so, because im waiting like 2 secs of delay before the combat system starts working, after the scene is loaded, so anyway if that would be the case, i guess i should change the system and look for other solutions cause i cant work with a system that takes 2+ seconds to give me a localized string. Now about accessing the web, is that a requirement for the addressables or localization to work? because i have everything local in the project.

Now after using the analyze window to fix things, it seems its working half-way there. Because i dont get the error about the bundles, but now it says all the tables are empty, which is odd because they are not. Also the streaming assets folder changed aswell.


Does it work in the editor if you change the addressables play mode to use built assets(changed in the addressables group window)?

Oh wait, that error is coming from your code. You are assigning an empty guid or name to the get string method. Check the values you are passing in.

thats the thing, in editor i have no errors, everything works fine. but in the build, the system throws me that error and everything collapses, this is how it looks in editor with the addressables set to use the built assets, and the console with 0 errors (and a few non related warnings): Cards get setup properly with the info extracted from the tables without any problem:


Can you share the log file with the new errors?

sure, here it is
playerlog-last.txt (81.7 KB)