This issue has been discussed in these two forum posts. You’re correct about the change that caused the problem, apparently it’s to be reverted in 1.18.5.
I updated from Addressables version 1.17.17 to 1.18.2 and it creates a handful of super weird bugs and breaks my game. Downgrading back to 1.17.17 fixes it and it runs like it should again.
I can't really pin-point what exactly is happening, but I've narrowed part of the problem down to Addressable.LoadAssetsAsync("Mandatory", null). Which loads all of my mandatory assets in at start up. It's as if calling this, is instantiating some of the various objects that it loads. The bug happens every …
Spawning a prefab with AssetReference.InstantiateAsync (in Addressables 1.18.4) calls Awake, OnEnable, and OnDestroy twice
In Addressables version 1.18.4 and 1.18.2, spawning a prefab with AssetReference.InstantiateAsync calls the Awake, OnEnable, and OnDestroy events multiple times per attached MonoBehaviour. To reproduce:
Open the attached SampleScene
Enter play mode
Exit play mode
Look at the console. You will see 8 log entries which should look something like this:
SpawnedObject.Awake(<i…
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