My addressables are not packaged in my builds

Hi,

Recently, I’ve been a lot of issues with memory using LoadSceneAsync with regular built scenes, where the terrainData was staying in memory after being unloaded.

So, I’ve changed it all to use Addressables.

I’ve set all my streamed scenes to Addressables, and went over to the Groups window to make sure every scene was in its own Group. I’ve also set them at “Packed Separately”.

I’ve also took all my 5 shaders that these scenes might be using and marked them as Addressables, and created one single Group holding all of them, also set as “Packed Separately”

For my builds, I’m using Jenkins, and when I build, it runs the script BuildProcess.cs that runs this function:

    static public void BuildAddressables()
    {
#if UNITY_ADDRESSABLES
        Debug.Log("BuildProcess :: Packaging Addressables.");
        AddressableAssetSettings.CleanPlayerContent(); 
        AddressableAssetSettings.BuildPlayerContent();
        BuildCache.PurgeCache(false);
#endif
    }
    #endregion

It’s called here:

 static BuildProcess() 
 {
     //Build Process pre 
     BuildPlayerWindow.RegisterBuildPlayerHandler(
         buildPlayerOptions => { 
             BuildAddressables();
             BuildPlayerWindow.DefaultBuildMethods.BuildPlayer(buildPlayerOptions);
         });
 }

And here:

private static BuildProcessData PreBuildPlatform(BuildTargetGroup targetGroup, BuildTarget target, string defaultExportPath, string[] arguments)
{
    var namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(targetGroup);
    
    BuildProcessData data = new BuildProcessData();
    data.arguments = ParseArguments(arguments);
    data.target = target;
    SetPlayerSettings(data);
    SetBuildVariables(data);
    SetGameVersion(data);
    SetSteamAppId(data);

    if (SetDedicatedDefineIfRequired(data.target, data.GetValueOrDefault("dedicatedServer", string.Empty)))
    {
        Debug.Log($"{LOGHEADER} Dedicated server detected for {target} :: Using EnableHeadlessMode to enable Dedicated Server");
        data.buildOptions |= BuildOptions.EnableHeadlessMode;
        data.subTarget = (int)StandaloneBuildSubtarget.Server;

        namedBuildTarget = NamedBuildTarget.Server;
    }
    
    EditorUserBuildSettings.SwitchActiveBuildTarget(namedBuildTarget, target);
    
    data.scenes = collectBuildScenes(data);
    data.buildOptions = GetBuildOptions(data);
    BuildAddressables();
    ForceReserializeVFX();
    
    //Checkout files that are required for Il2CPP
    CheckoutFilesListing();
    
    //Outbrk specific code:
    CreateLightBuild.SetLightBuildValueTo(false);

    data.exportPath = data.GetValueOrDefault("BuildDir", defaultExportPath);

    return data;
}

Now, when I build, there are no apparent errors, the build succeeds, but then there are no “aa” folder where all my bundle files would be. So of course, the game cannot load the scenes when it’s trying to.

A weird thing is that prior to doing this to my scenes, I had addressables for some data in my game and it was working perfectly. These were in separate Groups (and still are) and they are set to “Packed Together” since they only get loaded all at once one time during gameplay and no other ones are going to get loaded for that type of files.

We really need to fix this to push a critical update to our released game, and I can’t seem to understand why my builds are not creating the bundle files.

Some details in case it’s important:

Since I have thousands of these scenes, I have created the Groups using an editor script that did the following:

  • First, I set all of the scenes to Addressables. That put them in the Default Group, which was empty before that.
  • Then I ran this script:
private void SplitDefaultLocalGroupAddressables()
{
    // Get the Addressable settings
    AddressableAssetSettings settings = AddressableAssetSettingsDefaultObject.Settings;

    // Find the Default Local Group
    AddressableAssetGroup defaultGroup = settings.groups.Find(group => group.Name == "Default Local Group");

    if (defaultGroup == null)
    {
        Debug.LogError("Default Local Group not found!");
        return;
    }

    // Create a list to store the entries (to avoid modifying the collection while iterating)
    List<AddressableAssetEntry> entriesToMove = new List<AddressableAssetEntry>(defaultGroup.entries);

    // Iterate through the entries in the Default Local Group
    foreach (var entry in entriesToMove)
    {
        // Create a new group for each entry
        AddressableAssetGroup newGroup = CreateNewGroupForEntry(settings, entry, defaultGroup);

        // Move the entry to the new group
        settings.MoveEntry(entry, newGroup);
    }

    Debug.Log("Split complete!");
}
private AddressableAssetGroup CreateNewGroupForEntry(AddressableAssetSettings settings, AddressableAssetEntry entry, AddressableAssetGroup defaultGroup)
{
    // Create a new group with the same name as the entry
    string newGroupName = entry.address.Split(".unity")[0];
    AddressableAssetGroup newGroup = settings.CreateGroup(newGroupName, false, false, true, defaultGroup.Schemas);

    // Copy the schemas from the default group
    foreach (var schema in defaultGroup.Schemas)
    {
        var newSchema = (AddressableAssetGroupSchema)ScriptableObject.CreateInstance(schema.GetType());
        EditorUtility.CopySerialized(schema, newSchema);
        newGroup.AddSchema(newSchema);
    }

    return newGroup;
}

Then, later on, I set them to “Pack Separately” in the editor.

Also, if that could matter, the Groups have rather long names, such as:

Assets-WorldStreamer-SplitScenes-outbrkSmallerTerrain-outbrkSmallerTerrain_x-2_z-4

Also, when I check my build logs, I can see that after building most of it, it goes over all the scenes again and compiles an internal hidden shader for every single one of them:

Loaded scene 'Assets/WorldStreamer/SplitScenes/outbrkSmallerTerrain/outbrkSmallerTerrain_x-28_z10.unity'
	Deserialize:            8.967 ms
	Integration:            590.331 ms
	Integration of assets:  0.002 ms
	Thread Wait Time:       0.017 ms
	Total Operation Time:   599.318 ms
Unloading 122 unused Assets / (1.0 MB). Loaded Objects now: 30880.
Memory consumption went from 3.65 GB to 3.65 GB.
Total: 154.476200 ms (FindLiveObjects: 2.271100 ms CreateObjectMapping: 2.214400 ms MarkObjects: 148.790300 ms  DeleteObjects: 1.199200 ms)

Unloading 88 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets / (2.3 MB). Loaded Objects now: 30880.
Memory consumption went from 3.65 GB to 3.65 GB.
Total: 159.550300 ms (FindLiveObjects: 1.587100 ms CreateObjectMapping: 1.345500 ms MarkObjects: 156.530800 ms  DeleteObjects: 0.085900 ms)

Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass" pass "" (vp)
    Full variant space:         3072
    After settings filtering:   512
    After built-in stripping:   4
    After scriptable stripping: 2
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass" pass "" (fp)
    Full variant space:         24576
    After settings filtering:   4096
    After built-in stripping:   32
    After scriptable stripping: 4
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass" pass "DepthOnly" (vp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass" pass "DepthOnly" (fp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass" pass "DepthNormals" (vp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass" pass "DepthNormals" (fp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass in 0.00s
    d3d11 (total internal programs: 10, unique: 10)
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "TerrainDetailVertex" (vp)
    Full variant space:         3072
    After settings filtering:   512
    After built-in stripping:   8
    After scriptable stripping: 2
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "TerrainDetailVertex" (fp)
    Full variant space:         24576
    After settings filtering:   4096
    After built-in stripping:   64
    After scriptable stripping: 8
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "TerrainDetailVertex - GBuffer" (vp)
    Full variant space:         64
    After settings filtering:   32
    After built-in stripping:   8
    After scriptable stripping: 4
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "TerrainDetailVertex - GBuffer" (fp)
    Full variant space:         512
    After settings filtering:   256
    After built-in stripping:   64
    After scriptable stripping: 8
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "DepthOnly" (vp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "DepthOnly" (fp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "DepthNormals" (vp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" pass "DepthNormals" (fp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit in 0.00s
    d3d11 (total internal programs: 26, unique: 26)
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" pass "" (vp)
    Full variant space:         3072
    After settings filtering:   512
    After built-in stripping:   4
    After scriptable stripping: 2
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" pass "" (fp)
    Full variant space:         196608
    After settings filtering:   16384
    After built-in stripping:   128
    After scriptable stripping: 8
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" pass "DepthOnly" (vp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" pass "DepthOnly" (fp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" pass "DepthNormalsOnly" (vp)
    Full variant space:         2
    After settings filtering:   2
    After built-in stripping:   1
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Compiling shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" pass "DepthNormalsOnly" (fp)
    Full variant space:         4
    After settings filtering:   4
    After built-in stripping:   2
    After scriptable stripping: 1
    Processed in 0.00 seconds
    starting compilation...
    finished in 0.00 seconds. Local cache hits 1 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
    Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass in 0.00s
    d3d11 (total internal programs: 14, unique: 14)

I can’t mark this shader as Addressable to add it to my shared shaders Group, so I’m not sure what to do here.

That’s all I can think of. I really hope someone can help me!

Thank you SO much in advance.

Update: I have found a very good clue of what’s going on.

Assertion failed on expression: 'success && actual == size'
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.Build.Content.ContentBuildInterface:WriteSceneSerializedFile_Internal (string,string,UnityEditor.Build.Content.WriteCommand,UnityEditor.Build.Content.BuildSettings,UnityEditor.Build.Content.BuildUsageTagGlobal,UnityEditor.Build.Content.BuildUsageTagSet,UnityEditor.Build.Content.BuildReferenceMap,UnityEditor.Build.Content.PreloadInfo,UnityEditor.Build.Content.SceneBundleInfo)
UnityEditor.Build.Content.ContentBuildInterface:WriteSceneSerializedFile (string,UnityEditor.Build.Content.WriteSceneParameters)
UnityEditor.Build.Pipeline.WriteTypes.SceneBundleWriteOperation:Write (string,UnityEditor.Build.Content.BuildSettings,UnityEditor.Build.Content.BuildUsageTagGlobal) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/WriteTypes/SceneBundleWriteOperation.cs:56)
UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles:UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility.IRunCachedCallbacks<UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles.Item>.ProcessUncached (UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility/WorkItem`1<UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles/Item>) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/Tasks/WriteSerializedFiles.cs:172)
UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility:RunCachedOperation<UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles/Item> (UnityEditor.Build.Pipeline.Interfaces.IBuildCache,UnityEditor.Build.Pipeline.Interfaces.IBuildLogger,UnityEditor.Build.Pipeline.Interfaces.IProgressTracker,System.Collections.Generic.List`1<UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility/WorkItem`1<UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles/Item>>,UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility/IRunCachedCallbacks`1<UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles/Item>) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/Utilities/TaskCachingUtility.cs:100)
UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles:Run () (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/Tasks/WriteSerializedFiles.cs:120)
UnityEditor.Build.Pipeline.BuildTasksRunner:Run (System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IBuildContext) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/Shared/BuildTasksRunner.cs:56)
UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[]) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/ContentPipeline.cs:145)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:DoBuild<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:246)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:77)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/BuildScriptBase.cs:89)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2583)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2554)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2337)
BuildProcess:BuildAddressables () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:257)
BuildProcess:PreBuildPlatform (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,string,string[]) (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:531)
BuildProcess:BuildPC64 () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:352)

[Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/WriteTypes/SceneBundleWriteOperation.cs line 56]

Build Task WriteSerializedFiles failed with exception:
Could not find file "N:\PROJECT_HDD\Outbrk_v25\outbrkgame2018\Library\BuildCache\33\3300e5aee5b6739cbc07c1374b72c21e\8c1b65eff37993efcd87842a260475eb\CAB-6045f02d3f6266d162ce91004ed8f1f5.sharedAssets"
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <7e05db41a20b45108859fa03b97088d4>:0 
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean isAsync, System.Boolean anonymous) [0x00000] in <7e05db41a20b45108859fa03b97088d4>:0 
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access) [0x00000] in <7e05db41a20b45108859fa03b97088d4>:0 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess)
  at UnityEditor.Build.Pipeline.Utilities.HashingMethods.CalculateFile (System.String filePath) [0x00000] in N:\PROJECT_HDD\Outbrk_v25\outbrkgame2018\Library\PackageCache\com.unity.scriptablebuildpipeline@1.20.1\Editor\Utilities\HashingMethods.cs:488 
  at UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles.CalculateFileMetadata (UnityEditor.Build.Content.WriteResult& result) [0x0002f] in N:\PROJECT_HDD\Outbrk_v25\outbrkgame2018\Library\PackageCache\com.unity.scriptablebuildpipeline@1.20.1\Editor\Tasks\WriteSerializedFiles.cs:134 
  at UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles.UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility.IRunCachedCallbacks<UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles.Item>.ProcessUncached (UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility+WorkItem`1[T] item) [0x000bb] in N:\PROJECT_HDD\Outbrk_v25\outbrkgame2018\Library\PackageCache\com.unity.scriptablebuildpipeline@1.20.1\Editor\Tasks\WriteSerializedFiles.cs:178 
  at UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility.RunCachedOperation[T] (UnityEditor.Build.Pipeline.Interfaces.IBuildCache cache, UnityEditor.Build.Pipeline.Interfaces.IBuildLogger log, UnityEditor.Build.Pipeline.Interfaces.IProgressTracker tracker, System.Collections.Generic.List`1[T] workItems, UnityEditor.Build.Pipeline.Utilities.TaskCachingUtility+IRunCachedCallbacks`1[T] cbs) [0x00177] in N:\PROJECT_HDD\Outbrk_v25\outbrkgame2018\Library\PackageCache\com.unity.scriptablebuildpipeline@1.20.1\Editor\Utilities\TaskCachingUtility.cs:100 
  at UnityEditor.Build.Pipeline.Tasks.WriteSerializedFiles.Run () [0x0003b] in N:\PROJECT_HDD\Outbrk_v25\outbrkgame2018\Library\PackageCache\com.unity.scriptablebuildpipeline@1.20.1\Editor\Tasks\WriteSerializedFiles.cs:120 
  at UnityEditor.Build.Pipeline.BuildTasksRunner.Run (System.Collections.Generic.IList`1[T] pipeline, UnityEditor.Build.Pipeline.Interfaces.IBuildContext context) [0x0009d] in N:\PROJECT_HDD\Outbrk_v25\outbrkgame2018\Library\PackageCache\com.unity.scriptablebuildpipeline@1.20.1\Editor\Shared\BuildTasksRunner.cs:56 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.Build.Pipeline.Utilities.BuildLogger:LogError (string,object[]) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/Utilities/BuildLogger.cs:124)
UnityEditor.Build.Pipeline.BuildTasksRunner:Run (System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IBuildContext) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/Shared/BuildTasksRunner.cs:63)
UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[]) (at Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/ContentPipeline.cs:145)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:DoBuild<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:246)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:77)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/BuildScriptBase.cs:89)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2583)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2554)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2337)
BuildProcess:BuildAddressables () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:257)
BuildProcess:PreBuildPlatform (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,string,string[]) (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:531)
BuildProcess:BuildPC64 () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:352)

(Filename: Library/PackageCache/com.unity.scriptablebuildpipeline@1.20.1/Editor/Shared/BuildTasksRunner.cs Line: 63)

Unloading 240 Unused Serialized files (Serialized files now loaded: 0)
Unloading 769 unused Assets / (1.2 MB). Loaded Objects now: 30127.
Memory consumption went from 3.42 GB to 3.42 GB.
Total: 148.934200 ms (FindLiveObjects: 2.198100 ms CreateObjectMapping: 2.145100 ms MarkObjects: 124.983900 ms  DeleteObjects: 19.605500 ms)

SBP ErrorException
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2586)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2554)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2337)
BuildProcess:BuildAddressables () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:257)
BuildProcess:PreBuildPlatform (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,string,string[]) (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:531)
BuildProcess:BuildPC64 () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:352)

(Filename: Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs Line: 2586)

Addressable content build failure (duration : 5:03:42.203)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2587)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&) (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2554)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent () (at Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs:2337)
BuildProcess:BuildAddressables () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:257)
BuildProcess:PreBuildPlatform (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,string,string[]) (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:531)
BuildProcess:BuildPC64 () (at Assets/CatharGames/LocksmithCore/Editor/BuildProcess/BuildProcess.cs:352)

(Filename: Library/PackageCache/com.unity.addressables@1.19.19/Editor/Settings/AddressableAssetSettings.cs Line: 2587)

Warning: Disk space low. The project is on a drive with diskspace below 1.00 GB. Please free up some space for Unity to work correctly.
Asset Pipeline Refresh: Total: 0.243 seconds - Initiated by RefreshV2(NoUpdateAssetOptions)
Registering precompiled user dll's ...
Registered in 7.305405 seconds.

Thing is, there is more than 1 TB of free space on the disk when that happens, so what the hell?

Quick update, turns out it IS filling the drive (2TB). it looks like it’s generating .sharedAssets files and .resS files, and for EVERY scene its over 600mb, for scenes that only has a terrain in it.

How can I make it smaller??