The Remote Download

Hello:
I use the Addressables to Remote Download spriteAtlas.
In the “Simulate Groups” error:

ResourceManagerException encountered in operation InvalidHandle: Unable to load asset Assets/Resources_moved/Art/Atlas/MainCards.spMainCards from simulated bundle http://156.233.64.47/slots/Android/77739cdc7ca2645a40b743cd298142fa_assets_all.bundle.
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase1:<.ctor>b__27_0(AsyncOperationHandle) DelegateList1:Invoke(AsyncOperationHandle) (at Library/PackageCache/com.unity.addressables@1.5.0/Runtime/ResourceManager/Util/DelegateList.cs:69)
UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:OnOperationCompleted(AsyncOperationHandle)
DelegateList1:Invoke(AsyncOperationHandle) (at Library/PackageCache/com.unity.addressables@1.5.0/Runtime/ResourceManager/Util/DelegateList.cs:69) UnityEngine.ResourceManagement.ResourceProviders.Simulation.InternalOp:<Start>b__4_0(VBAsyncOperation1)
DelegateList1:Invoke(VBAsyncOperation1) (at Library/PackageCache/com.unity.addressables@1.5.0/Runtime/ResourceManager/Util/DelegateList.cs:69)
UnityEngine.ResourceManagement.ResourceManager:Update(Single)

My Code:

public class Test2 : MonoBehaviour
{
    public SpriteRenderer ss;
    //public SpriteAtlas sp;

    public AssetReferenceAtlas spriteAtlasReference;
    // Start is called before the first frame update
    void Start()
    {

        //Addressables.LoadAssetAsync("MainCards").Completed += OnLoadDone;

        spriteAtlasReference.LoadAssetAsync().Completed += AtlasDone;

        //ss.sprite = sp.GetSprite("ui_spcard_01");
    }
    void AtlasDone(AsyncOperationHandle<SpriteAtlas> op)
    {
        if (op.Result == null)
        {
            Debug.LogError("no atlases here.");
            return;
        }
        //sp = obj.Result;
        //spritesToChange[2].sprite = op.Result.GetSprite("u3");

        //sp = obj.Result;
        ss.sprite = op.Result.GetSprite("ui_spcard_01");
    }
    /*
    private void OnLoadDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<SpriteAtlas> obj)
    {
        // In a production environment, you should add exception handling to catch scenarios such as a null result.
        //myGameObject = obj.Result;
        sp = obj.Result;
        ss.sprite = sp.GetSprite("ui_spcard_01");
    }*/
    // Update is called once per frame

}
[Serializable]
public class AssetReferenceAtlas : AssetReferenceT<SpriteAtlas>
{
    public AssetReferenceAtlas(string guid) : base(guid) { }
}

and My Setting:



I found the problem because I used unity 2018.

5319462--535167--QQ图片20191228143710.gif

Hey @gugua , I can send this post over for you to see if our team can have a look!