I’m unable to run the asset completely, in the multi-scene setup. This is on Fast / Virtual.
When I just press play I get following error:
ArgumentException: An element with the same key already exists in the dictionary.
System.Collections.Generic.Dictionary`2[System.Object,UnityEngine.AddressableAssets.ContentCatalogData+DataEntry].Add (System.Object key, UnityEngine.AddressableAssets.DataEntry value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:404)
UnityEditor.AddressableAssets.BuildScript.PrepareRuntimeData (Boolean isPlayerBuild, Boolean isDevBuild, Boolean allowProfilerEvents, Boolean forceRebuild, Boolean enteringPlayMode, BuildTargetGroup buildTargetGroup, BuildTarget buildTarget) (at C:/Users/Vergil/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.addressables@0.1.2-preview/Editor/Build/BuildScript.cs:236)
UnityEditor.AddressableAssets.BuildScript.OnEditorPlayModeChanged (PlayModeStateChange state) (at C:/Users/Vergil/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.addressables@0.1.2-preview/Editor/Build/BuildScript.cs:54)
UnityEditor.EditorApplication.Internal_PlayModeStateChanged (PlayModeStateChange state) (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:293)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Followed by:
Exception: Unable to load runtime data.
UnityEngine.AddressableAssets.InitializationOperation.OnDataLoaded (IAsyncOperation`1 op) (at C:/Users/Vergil/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.addressables@0.1.2-preview/Runtime/InitializationOperation.cs:29)
UnityEngine.ResourceManagement.AsyncOperationBase`1[UnityEngine.AddressableAssets.ResourceManagerRuntimeData].InvokeCompletionEvent () (at C:/Users/Vergil/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.resourcemanager@2.1.0-preview/Runtime/AsyncOperations/AsyncOperationBase.cs:208)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
And on:
Exception thrown in DynamicInvoke: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Unable to load runtime data.
at UnityEngine.AddressableAssets.InitializationOperation.OnDataLoaded (IAsyncOperation`1 op) [0x00011] in C:\Users\Vergil\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.1.2-preview\Runtime\InitializationOperation.cs:29
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000eb] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115
at System.Delegate.DynamicInvokeImpl (System.Object[] args) [0x000b9] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Delegate.cs:443
at System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) [0x00018] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MulticastDelegate.cs:71
at System.Delegate.DynamicInvoke (System.Object[] args) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Delegate.cs:415
at UnityEngine.ResourceManagement.DelayedActionManager+DelegateInfo.Invoke () [0x0000e] in C:\Users\Vergil\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.resourcemanager@2.1.0-preview\Runtime\Util\DelayedActionManager.cs:45 0 (target=UnityEngine.AddressableAssets.InitializationOperation result = False, status = None, Valid = True, canRelease = False) InitializationOperation.OnDataLoaded(UnityEngine.ResourceManagement.RawDataProvider+InternalOp`1[UnityEngine.AddressableAssets.ResourceManagerRuntimeData] result = , status = Failed, Valid = True, canRelease = False) @0
UnityEngine.ResourceManagement.DelayedActionManager:LateUpdate()
@audrey-unity Any ETA on multi-scene support? I’d really like to use Addressables, they’re invaluable for my project.