When I set the Play Mode script to Packed play mode, build the addressables and run the game, the Editor log is filled by 80+ warnings such as:
The referenced script on this Behaviour (Game Object '') is missing!
The referenced script (Unknown) on this Behaviour is missing!
Fixing reference to the runtime script in scene file!
GameObject (named 'something') references runtime script in scene file. Fixing!
But everything works as expected.
Does anyone faced with such a problem? Could you please give me directions, how can I fix this warnings? I checked several times all prefabs that are in the addressables and I canāt find any missing scirpts in them. And I think this warnings may break the game build where my loaded content works unpredictably. I have sudden missing refrences in the prefabs, and errors like:
The file 'none' is corrupted! Remove it and launch unity again!
[Position out of bounds!]
I can not create a minimum reproducable project, because in a fresh project everything just works. So I really donāt know what to do.
For more informationā¦This issue seems to happen when I try to instantiate a non addressable prefab from an addressable scriptable object
At runtime, I load (via addressables) a ScriptableObject provider, āDatabaseStoreā, that references another ScriptableObject āMap Databaseāā¦which references more scriptable objects in a tree structure to find things like assets to load.
Loading other addressable assets from this works fine, as does instantiating scriptable object copies. Itās only when I try to instantiate a prefab that issues happen
The addressable store root
When the assets are loading, I see a lot of messages such as: The referenced script on this Behaviour (Game Object 'GridDoor') is missing!
When I call Object.Instantiate() on that prefab reference (or another similar one), things seem to break and the error message: The file 'none' is corrupted! Remove it and launch unity again! appears
This is on 2019.1.4
Everything works fine in Editor, even in Packed Play modeā¦its only when I build the game that this issue happens
EDIT: The actual error seems to be happening here:
Itās an engine fix, not an addressables one. We are working on it, but it wonāt be fixed as of when we go out of preview. It will hopefully be fixed in some versions of the editor soon, but how quickly we can backport is unknown.
Iām having a similar issue. When I load a scene by Addressables the objects say MissingReferenceException and the script says Missing (Mono Script) on the GameObject. Anyone have ideas what might be going on there?
Itās as if the GameObjects in the scene load from Addressables are missing all their references.
I was having this problem after loading an addressable scene, and it turned out to be that after AsyncOperationHandle<SceneInstance>.isDone was true, I was calling Addressables.Release on the
AsyncOperationHandle. Not sure when or why I put this in my scene loading code, but basically as soon as I successfully loaded the scene, I was calling this and I guess releasing references to things and so lots of things were destroyed causing missing reference exceptions, pink textures, etc etc.
Having the same issue when calling SceneManager.LoadSceneAsync on a scene with a ScriptableObject attached as a SerializeField.
The strange thing is that the warning goes away if I press āPlayā (in Unity) while having the ScriptableObject open in the Inspector window. If the SO is not selected, then the warning returns.
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '') is missing!
Unity 2019.4.14 and Addressables 1.8.5
Everything is fine on editor, but game is crashing in Android. I never see before ābehaviour is missingā warnings on console.
2020-11-25 10:34:42.280 13211-15506/com.xxx.xxx E/Unity: The file '/data/app/com.xxx.xxx-ETB0RDVUkJhq84GEJvzJDQ==/base.apk/assets/bin/Data/resources.assets' is corrupted! Remove it and launch unity again!
[Position out of bounds!]
UnityEngine.Resources:Load(String)
UniversalMultiGameSystem:get_Instance()
UMGSE:ActiveGame()
DialogSystem:Init()
LoginManager:Awake()
[./Runtime/Serialize/SerializationCaching/CachedReader.cpp line 220]
(Filename: ./Runtime/Serialize/SerializationCaching/CachedReader.cpp Line: 220)
--------- beginning of crash
2020-11-25 10:34:42.280 13211-15506/com.xxx.xxx A/libc: Fatal signal 5 (SIGTRAP), code -6 (SI_TKILL) in tid 15506 (UnityMain), pid 13211 (com.xxx.xxx)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Move2d : MonoBehaviour {
public float moveSpeed = 5f;
// Use this for Initalization
void Start() {
}
// Update is called once per frame
void Update() {
Jump();
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
transform.position += movement * Time.deltaTime * moveSpeed;
}
void Jump(){
if (Input.GetButtonDown("Jump")){
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, 5f), ForceMode2D.Impulse);
}
}
}
Simple Code but why it says The referenced script on this Behaviour (Game Object ā ') is missing!
Try the fix mentioned here. It worked in our case:
We changed āMonoscript bundle namingā in Addressable Asset Settings from āDisabledā to āProject Nameā and that fixes the issues for our project.