Because of extremely slow load times in Android, I had set “Use UnityWebRequest for Local Asset Bundles” to true. This fixes the slow load times in Android.
But now there seems to be a problem in iOS.
After deploying with UnityWebRequest option enabled, iOS users are sometimes getting:
RemoteProviderException : Unable to load asset bundle
.....
UnityWebRequest result : ConnectionError : Received no data in response url : file:////private/var/containers/Bundle/Application/[long path]/MyAppName.app/Data/Raw/aa/iOS/[longhash]_unitybuiltinshaders_[longhash].bundle
As can be seen in the error above, the issue is occurring on “unitybuiltinshaders” asset bundle … which I think is a Unity built in asset bundle.
It happens sometimes but not all the time. Most players seem to be able to play the game, but I suspect some might just be getting crashes on game startup due to this.
I’m going to try deploying on iOS with the UnityWebRequest option disabled and see if there are still any errors.
Also, it would be nice if the actual slow load times on Android issue was fixed without having to rely on UnityWebRequest to load local files … why is it needed??
BTW this is with Unity 2021.3.3f1 and Addressables 1.19.19
Hey, good points all around. I’m really curious why it happens sometimes, but not others. I have some ideas, but none that really seem to have any legs.
There is an engine change going in that should be in the next Editor patch that should help with android load times for local bundles. It basically keeps the local bundles from being compressed inside the APK so you don’t have to uncompress from the APK and then turn around and do the same for the actual bundle. I believe it’s getting backported to 2021.3 as well but don’t quote me on that.
If you like, it might be worth filing a bug with Unity if you want. If you have a repro project we can look at that’d be awesome. I hope that you can get it to work by disabling “Use UWR”, but it should work either way.
@davidla_unity I’m currently facing a similar issue with addressables 1.19.19
I’m getting a
RemoteProviderException : Unable to load asset bundle from : https://[s3BucketLocation]/[Folder]/[Asset].bundle (Redacting as it’s a sensitive data)
UnityWebRequest result : ProtocolError : HTTP/1.1 403 Forbidden
ResponseCode : 403, Method : GET
I’m running the latest LTS version of unity (2021.3.11f1) and my s3 bucket is set to public.
Please let me know if there is a fix as I’m also new to unity
I have spent the whole month of September trying to understand what is happening without success. In my case it is for a simple standalone setup for windows with Unity Cloud Content Delivery.
Unity 2021.3.1f1 lts and 2022.1.16f1
Addresables 1.19.19 and 1.20.5
CCD 1.10 and 2.10
In Unit:
I create a new Addressables group as default
I add assets to the group
I create a new Addressables Profile and set it as active
Simplify the Addressables names
Play Mode Script as Use Existing Build
Build → New Build → Default Build Script
On CCDs:
I create a project
I create a development bucket
Upload the ServerData/StandaloneWindows64/content
Release the bucket
Copy the lastest badge Addressables Remote Path URL
In Unit:
I connect the profile setting to the existing project ID in CCD
I really can’t figure out what’s wrong and haven’t found any clues in the documentation for Addressables, CCD, CCD+Addressables walkthroug or any of the Gaming Services videos. I’ve tried everything I can think of.
Does anyone detect something wrong in this chain? I manage to build and download new remotes levels for the LoadyDungeons but can’t reproduce the same process from a blank projects.
Hi @joanpescador when you enter the URL from the RemoteProviderException on a browser, does it download the bundle file or display an error?
If it displays an error then I would double check where that bundle is located on CCD. Its path may include the StandaloneWindows64 folder rather than just the root (“/”).
Make sure that your active Addressables profile Remote.LoadPath uses the correct CCD URL, prior to building Addressables. “Build & Release” performs an Addressables build and uploads the new remote content to CCD.
Hi pillakirsten
Thanks a lot for answering.
Yes, it seems something related with the Remote.LoadPath but i don’t understand yet because I copy the lastest badges path from CCD and paste it in the right addressables profile.
I don’t know how, now I find a profile with the remote.loadpath pointing to a production bucket witch I never use. I changed and works. But I’m not confident at all yet and keep digging.
Hi, maybe it is related, I was getting a similar error:
2022-12-28.framework.js:3 OperationException : GroupOperation failed because one of its dependencies failed
RemoteProviderException : Unable to load asset bundle from : http://127.0.0.1:8887/StreamingAssets/aa/WebGL/seccion_2_assets_material
UnityWebRequest result : ProtocolError : HTTP/1.1 404 Not Found
ResponseCode : 404, Method : GET
url : http://127.0.0.1:8887/StreamingAssets/aa/WebGL/seccion_2_assets_material
I my case it was a WebGL build and it seems that the error comes from the asset being named using a # character, which the browser thinks that it is an anchor (something we don’t need here)
There was a file called Material #93
The asset full url was:
I don’t know if there is a configuration to handle this situation, but renaming the asset to “Material 93” and rebuilding addressables was enough for this particular case.
2024 on Unity 6 Preview and Addressables are still completely broken and not loading. They are really good at making systems that are entirely frustrating to get working.