Error:
System.Exception: Unable to load dependent bundle from location Assets/GameMain/Prefabs/Role/Hero/Knight.prefab
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1/<>c__DisplayClass57_0<System.Collections.Generic.IList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>>:<add_CompletedTypeless>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<System.Collections.Generic.IList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>>)
DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<System.Collections.Generic.IList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<System.Collections.Generic.IList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>>) (at Library/PackageCache/com.unity.addressables@1.19.19/Runtime/ResourceManager/Util/DelegateList.cs:69)
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1/<>c__DisplayClass57_0<UnityEngine.ResourceManagement.ResourceProviders.IAssetBundleResource>:<add_CompletedTypeless>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.ResourceManagement.ResourceProviders.IAssetBundleResource>)
DelegateList`1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.ResourceManagement.ResourceProviders.IAssetBundleResource>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.ResourceManagement.ResourceProviders.IAssetBundleResource>) (at Library/PackageCache/com.unity.addressables@1.19.19/Runtime/ResourceManager/Util/DelegateList.cs:69)
My code:
var path = "Assets/GameMain/Prefabs/Role/Hero/Dragoon.prefab";
var handle = Addressables.LoadAssetAsync<GameObject>(path);
handle.WaitForCompletion();
var obj = GameObject.Instantiate(handle.Result);
Use Asset Database and Simulate Groups Mode it works .
Use Existing Build(Win64)
Use Existing Build(MacOS)
Use Existing Build(Android)