I don’t know if I encountered a bug or a feature…
- I have a AA scene, and some AA objects, all in a Remote group set with Remote Load Path pointing to a server.
- Build > New Build > Default Build Script.
- I do not upload the bundles on the remote server.
- When in Editor Play mode I load bundles using LoadSceneAsync/LoadAssetAsync and their AssetReference.
- It raisest Exceptions that the bundles are not found (as expected).
- Yet the scene is loaded (expecting not loaded)
- Objects are not loaded, and scene is not loaded in Desktop builds (as expected).
Is that a normal behaviour for Adressable Assets? Why the different outcome between a scene and other prefabs?
As I am specifically trying to implement fallback code handling scenes remote loading failures it is problematic that it always succeeds in Editor…
Let me kick this over to the team for a bit of clarification.
Just a couple questions, some I think I know but just want to double check:
- What play mode script are you using in the editor? AssetDatabase, Virtual, or Use Existing Build?
- The scenes aren’t part of your local build in any way, are they? Are the scenes part of your build settings scenes list or anything?
Not sure if I have any great insights at the moment but those answers might help point me to some idea.
It sounds like the bundles might have been cached somehow. At startup can you call Caching.ClearCache(); and see if the remote scene still loads? If it does then there may be something going on with caching not getting cleared correctly or something.
If clearing the cache doesn’t resolve the issue you may want to file a bug because I’m not sure what else it could be.