My Addressables bug-reports and questions collection

UPDATE: I gave up on using Addressable to download data. There are better alternatives, see My Addressables bug-reports and questions collection - Community Showcases - Unity Discussions

I recently started to implement a “data download” feature. The idea is simple:

  • Game asks remote server if updated content is available
  • Game downloads updated content
  • Game shuts down its systems, re-initializes and starts using the updated content

I’m already failing at point 1 and 2, due to what I believe are issues with Addressables. I also created forum threads for my submitted bug-reports, hoping to put some attention to these issues, because an actual game-release depends on this for me. I need these issues to be fixed like yesterday.

I created this thread for me to keep an overview of all these issues, as well as questions that occurred while implementing it, and I hope that @TreyK-47 can ask QA to look at the “waiting” reports and ask in the Addressables team to look into the confirmed issues.

The issues highlighted in red color are the ones that are very important to me.

Waiting (QA did not respond yet)

(Case 1355053) Addressables.DownloadDependenciesAsync keeps downloading data when storage device has no sufficient free space

[WORKAROUND: Use Request Timeout] (Case 1344710) Addressables method calls never complete on Android if hosting service is unreachable

(Case 1346824) Addressables.DownloadDependenciesAsync PercentComplete seems wrong

(Case 1343032) Updating Localization through Addressables causes System.Exception

Bugs without report

ResourceProviders.TextDataProvider+InternalOp.Start causes IndexOutOfRangeException

Open questions

ReadObjectFromByteArray sometimes causes ArgumentOutOfRangeException
https://forum.unity.com/threads/readobjectfrombytearray-sometimes-causes-argumentoutofrangeexception.1249882/

UnauthorizedAccessException: Access to the path “catalog_data1.hash” is denied.

Do I have to release failed load operations?

Local bundle can’t be opened on iOS

InvalidKeyException: Exception of type

(Important) Remote catalog bundle hash sometimes different than generated bundle hash

(Important) RemoteProviderException: TextDataProvider : unable to load “assets/aa/settings.json”

How to abort DownloadDependenciesAsync?

Seeking for more info on “Non-recursive Dependency Calculation”?

Active (confirmed issues by QA)

(Case 1370072) Bake NavMesh/Occlusion deletes Addressable AssetGroup entries

(Case 1361433) “Other > Objects” leaking memory

(Case 1358381) Addressables generates bundles that are not deterministic

(Case 1343727) Corrupted cached catalog.json causes that no remote catalog can be downloaded anymore

(Case 1341792) AsyncOperationStatus (eg CheckForCatalogUpdates) returns “Succeeded” for failed calls

(Case 1358410) Unity sometimes creates new AssetGroups for Localization-String-Tables automatically

(Case 1370485) 2019.4: Addressbles 1.19.6 content build failure

(Case 1357228) Addressables “Shader Bundle Naming Prefix” settings don’t seem to work

(Case 1357219) Addressables “Shader Bundle Naming Prefix” setting missing

(Case 1356555) Addressables documentation: UseAssetBundleCache, UseAssetBundleCrc and UseAssetBundleCrcForCachedBundles all have the same description

(Case 1350513) Addressables.CheckForCatalogUpdates returns Success for invalid remote location

(Case 1344164) Addressables Groups window doesn’t support Undo/Redo

Fixed (marked as fixed in issue tracker)

[UNABLE TO REPRODUCE IN 1.19.6] (Case 1357637) ScriptableBuildPipeline does not abort when exception occurs

[UNABLE TO REPRODUCE IN 1.19.6] (Case 1357636) Random editor crash when building Addressables content (USerialize.DeSerializer.ReadObject)

[FIXED IN 1.19.6] (Case 1346825) Addressables.DownloadDependenciesAsync doesn’t detect error if internet drops

[FIXED IN 1.18.13] (Case 1342255) Addressables: Local Hosting “Enable” state resets after AssemblyReload

[FIXED IN 1.19.6] (Case 1357241) Addressables “MonoScript Bundle Naming Prefix” settings don’t seem to work

[FIXED IN 1.19.6] (Case 1359537) Addressables causes Inspector to lose selected object on property changes

[FIXED IN 1.19.6] (Case 1357427) buildlayout.txt contains references to monoscripts bundle that doesn’t exist

[FIXED IN 1.19.6] (Case 1355534) Addressables 1.18.15 Inspector performance regression

[FIXED IN 1.19.4] (Case 1351218) AsyncOperationHandle.WaitForCompletion calls ResourceManager.Update(Time.deltaTime)

[FIXED IN 1.18.15] (Case 1345708) Addressables Hosting window causes very high CPU usage

[FIXED IN 1.18.11] (Case 1341756) Addressables 1.18.9 breaks content update functionality

[FIXED IN 1.18.11] (Case 1342246) Unable to cancel AssetGroup rename operation

[FIXED IN 1.18.11] (Case 1341687) AddressableAssetSettings not persistent (“Strip Unity Version from AssetBundles”)

[FIXED IN 1.18.12] (Case 1343073) Addressables doesn’t ignore excluded files/folders (. prefix or ~ suffix)

By Design

(Case 1343820) Addressables doesn’t detect corrupted local cached files prior loading [HOW CAN THIS BE BY DESIGN?!]
https://discussions.unity.com/t/845111

(Case 1341439) Addressables.InitializeAsync returns invalid handle
https://discussions.unity.com/t/843842

(Case 1354409) “Strip Unity Version from AssetBundles” does not work
https://discussions.unity.com/t/850354

[Option was moved] (Case 1356869) Addressables “Group Hierarchy with Dashes” setting missing
https://discussions.unity.com/t/851572

[Regression they can’t change anymore] (Case 1365170) AddressableProfileSettings.GetValueByName() no longer returns value in 1.19.4
https://discussions.unity.com/t/855367

Missing functionality

(Important) [FOUND WORKAROUND] How to unload everything currently loaded by Addressables?
https://discussions.unity.com/t/843869

(Important) Another Bundle Mode “Double Pack Separately”
https://discussions.unity.com/t/836440/10

How to get download size of content update without updating the catalog first?
https://discussions.unity.com/t/850423

(Unity Cloud Content Delivery) Add --dryrun option to “ucd.exe releases create”
https://discussions.unity.com/t/853153

How to download data while Android/iOS app is minimized or put into background?
https://discussions.unity.com/t/852241

Open Questions, but not needed anymore

How to restart my own Android app through code?
https://discussions.unity.com/t/847752

Resolved Questions

How NOT decompress downloaded bundles?
https://discussions.unity.com/t/863917

What exactly is “Retry Count”?
https://forum.unity.com/threads/what-exactly-is-retry-count.1173908/

Any reason not to use “Cache Clear Behavior = Clear When When New Version Loaded”?
https://discussions.unity.com/t/852349

(Important) How to find the cause why an AssetBundle is being rebuilt?
https://discussions.unity.com/t/854021

(Addressables) Difference between “Bundle Dependencies” and “Expanded Bundle Dependencies” in buildlayout.txt?
https://discussions.unity.com/t/852147

(Addressables) Seeking for more info on “Force Unique Provider”?
https://discussions.unity.com/t/850203

(Unity Cloud Content Delivery) “ucd.exe releases create” outputs “Error! cannot create a release: x.bundle is incomplete”
https://discussions.unity.com/t/853128

(Unity Cloud Content Delivery) “1 bucket per platform” vs “1 bucket for all platforms” benefits and downsides?
https://discussions.unity.com/t/852225

(Unity Cloud Content Delivery) How to create a release with a badge via ucd.exe?
https://discussions.unity.com/t/848414

(Addressables) “Unable to open archive file” errors during Addressables.DownloadDependenciesAsync
https://discussions.unity.com/t/846709

(Unity Cloud Content Delivery) How to move a badge without y/n prompt via ucd.exe?
https://discussions.unity.com/t/848415

(Addressables) How to get the asset type where an Addressable Key points to?
https://discussions.unity.com/t/845145

(Addressables) What exactly does the addressables_content_state contain?
https://discussions.unity.com/t/800514

(Addressables) How to have the same bundles as local and remote?
https://discussions.unity.com/t/843007

(Addressables) Extremely slow download via Addressables.DownloadDependenciesAsync and Unity Cloud Content Delivery
https://discussions.unity.com/t/846582

(Addressables) Seeking for more info on “Unique Bundle IDs”
https://discussions.unity.com/t/843554/7

(Addressables) How to delete the cached catalog files?
https://discussions.unity.com/t/845290

(Addressables) Where stores Addressables the downloaded assets?
https://discussions.unity.com/t/843863/2

(Addressables) How to see if AssetBundle has dependencies to another AssetBundle?
https://discussions.unity.com/t/842654

(Addressables) Where is the Addressables hosting path coming from?
https://discussions.unity.com/t/843373

(Unity Cloud Content Delivery) “ucd.exe releases create” outputs “Error! invalid page”
https://discussions.unity.com/t/845901

(Addressables) “Max Concurrent Web Requests” Setting Best Practices for mobile?!
https://discussions.unity.com/t/846578

Localization Addressables AssetGroup questions
https://discussions.unity.com/t/844120

(Addressables) How to use different AssetGroup’s for Localization StringTables?
https://discussions.unity.com/t/848350

(Localization) How to shutdown/initialize the Localization system before/after content update?
https://discussions.unity.com/t/849143

13 Likes

Flagging this thread for the team. I also pinged our QA team about your “Waiting” reports.

1 Like

Hey Peter, I just wanted to give you a few little updates on a few of your cases.

(Case 1341756) Addressables 1.18.9 breaks content update functionality
This might be fixed in 1.18.11. We had a remote paths regression that slipped into 18.9 that was pretty bad so we fixed it in .11. If that doesn’t fix the issue then it’s something else and we have the ADDR ticket to look at. It’s in our high priority bucket.

(Case 1343727) Corrupted cached catalog.json causes that no remote catalog can be downloaded anymore
We have a ticket in our high bucket to look into this next sprint. We have a release coming out next week so it won’t be in that one, it’ll likely be in the release after that.

(Case 1341792) AsyncOperationStatus (eg CheckForCatalogUpdates) returns “Succeeded” for failed calls
In our high priority bucket

(Case 1343073) Addressables doesn’t ignore excluded files/folders (. prefix or ~ suffix)
Should be resolved in the upcoming release (currently slated as 1.18.12 but that number could change)

(Case 1344164) Addressables Groups window doesn’t support Undo/Redo
In our high priority bucket to be looked at.

(Case 1342255) Addressables: Local Hosting “Enable” state resets after AssemblyReload
Is currently being looked at and could be in the next release. I’d say I’m fairly confident this will be in next weeks release but it’s possible it might get delayed.

(Case 1345708) Addressables Hosting window causes very high CPU usage
This one should be resolved in 1.18.11+

It looks like some people are responding to your open questions. I’ll see what I can dig up about the max web requests and post it on that thread. I don’t know if there’s a good set answer I can give but that feature was added because some developers were seeing those errors you mentioned when too many UnityWebRequests were sent at the same time. Since setting that made the errors go away I’m inclined to think that you were running into the same issue. I can’t remember if it’s platform specific or UnityWebRequest specific but one of those would be the problem.

1 Like

Thank you for the overview and reply in general. I’m looking forward testing the upcoming releases.

Do you have a 2 or 4 weeks release cycle? I remember you recently changed it.

it’s still there in 1.18.11

1 Like

@Peter77 Generally we release every 2 weeks, although on some releases we take extra time.

@otez The specific case of the bug as reported by Peter77 should be fixed in 1.18.11 (issue tracker here), and we have a few more content update related fixes shipping in 1.18.12. I would say if you’re still running into issues on 1.18.12 once it releases it may be worth submitting another ticket with a repro so that we can take a look another look at it. Sorry for the inconvenience and thank you for bringing it to our attention.

1 Like

Can someone please ask the QA to look into the waiting reports (see first post)?

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I’ll flag with the QA team, @Peter77

1 Like

Thank you for the help and sorry for being stubborn on the topic, but it progresses very slowly from my point of view. Another two weeks passed by and only one of the important bugs have been looked at.

If it continues like this, I don’t see that we’re able to release our game with a robust content download feature.

This is a very severe issue over here. If you’re unable to resolve the critical issues in the next couple of weeks, it will have a significant affect on the success of our to-be-released-game and company.

We’re a very small developer studio. Please be aware that the outcome of your work plays a significant role for such small development studio. In both ways, good and bad.

8 Likes

My biggest concern right now is that there does not seem to be a “stable” version in existence? We have tried multiple versions over time and are currently stuck with 1.18.11 - we do experience many of the currently open issues here and we are already in “live” production mode with Open Beta starting in October.
For the time being, we are forced to use Addressables for reducing initial appstore download size only but our game is designed to make heavy use of continuous content-only updates over time. While this functionality is broken in various ways we cannot unlock the full potential here.
We need solutions

2 Likes

Has anyone managed to update content?

A simple thing like, Updating catalog and uploading it to our google bucket will not work, the content is never updated and it doesn’t show as available in addressables and no errors are reported, it is driving us crazy.

I have gone through all of your bug reports but haven’t found any that looks like the issue I am experiencing

to me, it’s working fine. probably you forgot to setup remote load path?

Thank you for the help and sorry for being stubborn on the topic, but it progresses very slowly from my point of view. Another two weeks passed by, that’s 4 weeks at this point, and only one of the important bugs have been looked at.

If it continues like this, I don’t see that we’re able to release our game with a robust content download feature.

This is a very severe issue over here. If you’re unable to resolve the critical issues in the next couple of weeks, it will have a significant affect on the success of our to-be-released-game and company.

We’re a very small developer studio. Please be aware that the outcome of your work plays a significant role for such small development studio. In both ways, good and bad.

1 Like

Have you tried 1.19.4? It seems to be more stable than 1.18.13 and supposed to have a lot of bug fixes compared to 1.18.11 that we also were stuck at before. We don’t use content update features yet, but have plans for it - so I’m very concerned about issues with it. We’d like to be able to update some content w/o going through the full release cycle at some point in future, so this feature is important. It was one of the main selling points of switching to Addressables in the first place.

Which issues related to content update are still not fixed?

Yes, but I only looked at one of my reported bugs (link) and since it still reproduces with 1.19.4, it wasn’t really worth to spend more time looking into the other issues as well. I went through the changelog and issue tracker to see what has been fixed, but it looks like many of my reported issues are not fixed yet.

I just went through my initial post and updated the status, I think it’s pretty up-to-date now. According to the issue tracker, the following content update related (crititcal) issues are still open:

  • (Case 1358381) Addressables generates bundles that are not deterministic
  • (Case 1343727) Corrupted cached catalog.json causes that no remote catalog can be downloaded anymore
  • (Case 1341792) AsyncOperationStatus (eg CheckForCatalogUpdates) returns “Succeeded” for failed calls
  • (Case 1355053) Addressables.DownloadDependenciesAsync keeps downloading data when storage device has no sufficient free space
  • (Case 1346825) Addressables.DownloadDependenciesAsync doesn’t detect error if internet drops
  • (Case 1344710) Addressables method calls never complete on Android if hosting service is unreachable
  • (Case 1343820) Addressables doesn’t detect corrupted local cached files prior loading

Half of them haven’t even looked at by QA yet.

1 Like

Lemme try to chase down an update on at least the ones that haven’t even got a response yet.

2 Likes

Looks like they have taken a look at these. Which haven’t they taken a look at that you’re most wanting an update on?

1 Like

Thank you for the reply.

QA didn’t respond to the following reports which are important to me:

  • (Case 1346825) Addressables.DownloadDependenciesAsync doesn’t detect error if internet drops
  • (Case 1355053) Addressables.DownloadDependenciesAsync keeps downloading data when storage device has no sufficient free space
  • (Case 1344710) Addressables method calls never complete on Android if hosting service is unreachable (I just saw QA added a note to this issue, that it’s blocked by another issue that must be fixed first, in order to reproduce this issue)

The following report was closed with “By Design”. We actually failed a review process from Apple because of what Addressables considers as “works as intended”. The problem is that Addressables downloads files from the internet without user consent. To my current understanding, the current implementation in Addressables is not acceptable from a vendor guideline perspective.

  • (Case 1343820) Addressables doesn’t detect corrupted local cached files prior loading
3 Likes

We have updated to this version but need to do more testing - we have not supplied an update yet since ten. Looks like our cache is becoming corrupted for our internal testers and we need to submit to Apple soon so that’s why @Peter77 is right and the cache validity/check APIs NEED to be addresses and added before we can publish our game to certain platforms.

I’ll ping the team for an update.

2 Likes