Not detecting runtime path

I have run into this strange problem where Addressables is not determining the runtime path correctly.
This is causing issues for a build by not copying the bundles into the build correctly - and when building the bundles I get the following error… (It seems like it doesn’t know where the streaming assets folder is, and reverting back to the build folder)
EDIT If I build with IL2CPP - addressables don’t load at all, even if I manually copy the bundles over into the build folder, assembly stripping?

Could not Move to directory Library/com.unity.addressables/aa/Windows, directory arlready exists.
UnityEngine.Debug:LogError (object)
DirectoryUtility:smile:irectoryMove (string,string) (at Library/PackageCache/com.unity.addressables@1.18.16/Editor/Build/DirectoryUtility.cs:35)

I can get around this by manually copying the aa folders from the library/com.unity.addressables/ folder - but I would love to see this fixed, or what is broken as it was working OK.

My addressables profile looks like this…

I’ll kick this to the team for some guidance. Which version of Addressables are you using?

Thanks @TreyK-47 !
I was previously on verified 1.16.19 when this started, so I thought maybe updating to the latest in package manager (1.19.9) might help - but I am getting the same issue.

Also - may be related, when I mentioned the error building with IL2CPP instead of mono, I error with this. And even if I manually copy the bundles over to the build, it doesn’t know the addressables namespace (stripped I am guessing).
(just confirming - it doesn’t matter what platform I build for, pc/linux/switch/xbox - errors remain)

failed to generate symbol file:
exit code=1:
stdout:
stderr:
C:\Users\natha\AppData\Local\unity3d\cache\sysroots\windows-x86_64-linux-x86_64\llvm-9.0.0-1\bin\objcopy.exe: error: too many positional arguments

UnityEditor.LinuxStandalone.LinuxDesktopStandalonePostProcessor:ProcessPlatformSpecificIL2CPPOutput (UnityEditor.Modules.BuildPostProcessArgs)
DesktopStandalonePostProcessor:ProcessIl2CppOutputForBinary (UnityEditor.Modules.BuildPostProcessArgs)
DesktopStandalonePostProcessor:SetupStagingArea (UnityEditor.Modules.BuildPostProcessArgs,System.Collections.Generic.HashSet`1<string>)
DesktopStandalonePostProcessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

EDIT
I debugged the ‘DirectoryUtility.cs’ file where the error occurs and found this very interesting. Can you confirm this is correct - to me, it seems the source and destination directories have switched! Should it not be the other way around? I would have thought it would copy FROM library/xxx.addressables/aa TO StreamingAssets/aa - not the other way around?

@TreyK-47 - Should I log a support ticket for this?

Apologies for the late reply. I’ve forward this to the team for some insight.

1 Like

Hey Trey,
I updated to addressables 1.19.11 this morning and I have not had this error pop up again!
I have also successfully built my project with IL2CPP and the bundles copy over to the build folder without a problem.

So I think we can mark this as closed :slight_smile: