Trouble loading addressables remote content catalog via WebGL

Hey All,

I’m testing how to load an addressable remote content catalog via WebGL. I have done the following:

  • Created the catalog and asset in ProjectSecondary

  • Created a profile for my remote location (mywebsite.com is available for purchase - Sedo.com) and set the Load path to the remote location

  • Set the project build to “WebGL”

  • Built the addressable catalog / asset bundle

  • Successfully loaded the asset in a different project (ProjectSource) using the remote location path from step 2 via LoadContentCatalogAsync() from within the Unity Editor Runtime

When I build ProjectSource as a WebGL project, however, and try to do the same, I get the following error:

Any clue as to why it is failing in WebGL?

Any help appreciated!

-Jason

Huh, it sounds like a code stripping thing to me. Definitely file a bug, I’ll try and reproduce it myself if I can, but it may not even be an Addressable issue.

Something you might can try - Lower, or even Disable, code stripping in the Editor. There’s this page that talks about it: Unity - Manual: Managed code stripping

but, really just go to Edit > Project Settings > Player and then scroll down until you see Managed Stripping Level. Try disabling that and see what happens.

1 Like

Thanks David, I’m guessing this was the problem, as I turned off code stripping to address another error and the problem went away. I didn’t put two and two together until you mentioned it, though!

Appreciate it :slight_smile:
-Jason