Problem with adding assets to Cluster Display UI

While setting up Cluster Display and following instructions, I encountered an error when trying to add assets to the Mission Control UI. This is the error log:

System.IO.FileNotFoundException: Could not find file 'C:\GitProjects\ClusterDisplay\ClusterDisplay_2024_09_30_001\LaunchCatalog.json'.
File name: 'C:\GitProjects\ClusterDisplay\ClusterDisplay_2024_09_30_001\LaunchCatalog.json'
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.FileStreamHelpers.ChooseStrategy(FileStream fileStream, String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, Int64 preallocationSize)
at System.IO.File.OpenRead(String path)
at Unity.ClusterDisplay.MissionControl.MissionControl.Library.FileAssetSource.GetCatalogAsync() in C:\GitProjects\ClusterDisplay\MissionControlSystem\MissionControl.Library\FileAssetSource.cs:line 26
at Unity.ClusterDisplay.MissionControl.MissionControl.Library.AssetsManager.AddAssetAsync(AssetBase assetInformation, IAssetSource assetSource) in C:\GitProjects\ClusterDisplay\MissionControlSystem\MissionControl.Library\AssetsManager.cs:line 44
at Unity.ClusterDisplay.MissionControl.MissionControl.Controllers.AssetsController.Post(AssetPost asset) in C:\GitProjects\ClusterDisplay\MissionControlSystem\MissionControl\Controllers\AssetsController.cs:line 74

Adding devices to the UI worked, it was with the asset I’m having an issue. I tried creating Launch Catalog json, moving the project, putting it in the launch pad folder, nothing. The project is one of the test projects that are included in the git for Cluster Display.
Can anyone help?

Hi,
sorry for the necro post.
I had the same issue and have tried similar steps.
After some investigating, I found the class “AssetControllerTests.cs” which basically builds a LaunchCatalog from code (to run tests on it).

Here’s one example from one of the tests:

static readonly LaunchCatalog.Catalog k_LaunchCatalog1 = new()
{
    Payloads = new[] {
        new LaunchCatalog.Payload()
        {
            Name = "Payload1",
            Files = new []
            {
                new LaunchCatalog.PayloadFile() { Path = "file1" },
                new LaunchCatalog.PayloadFile() { Path = "file2" }
            }
        },
        new LaunchCatalog.Payload()
        {
            Name = "Payload2",
            Files = new []
            {
                new LaunchCatalog.PayloadFile() { Path = "file2" },
                new LaunchCatalog.PayloadFile() { Path = "file3" }
            }
        }
    },
    Launchables = new[] {
        new LaunchCatalog.Launchable()
        {
            Name = "Cluster Node",
            Type = "clusterNode",
            Payloads = new [] { "Payload1", "Payload2" }
        }
    }
};

After applying this structure to a LaunchCatalog.json file in the directory of my Asset, the asset is added to the list. But the file size is listed as “0.00 MB” and I cannot launch it after assigning it to a configuration.
Mind that the name of the Payloads have to match so that the launchable references the payload you defined above.

Did anyone else get any further?
Thanks for all hints/ideas on this!