Hi ![]()
A few months ago, we started migrating most of our assets into addressable groups. We have a pretty solid setup now that avoids asset duplication in builds, can load things into our open world on demand, etc.
The final hurdle that I’m trying to overcome, is to make the scenes themselves addressable. We have two scenes - the main menu scene and the open world itself.
When I do a build where the scenes are included in the scene list directly, everything works fine. But when I move the scenes into addressables, I see issues related to terrain rendering.
One particular terrain layer (our beach areas) seem to have smoothness set to 1.0 and the entire surface is showing high reflectivity (SSR). Another layer (one of our dirt layers) have albedo pitch black.
The scene itself contains all the terrains directly. Other stuff is loaded in dynamically. So in the editor prior to build, the beach looks like this:
But in the build, the beach looks like this:
As you can see, the terrain layer is messed up, in this case smoothness it seems.
Has anyone come across such issues before, where having the scene loaded as an addressable will break terrain?
Additional (sort of implied) info: we have a loader scene that is always included in the build directly. The loader will correctly load the scene in either the built-in way, or as an addressable. The workflow doesn’t seem to be the issue here.
Thanks!


