Play Mode Script: Use Existing Build
ERROR
Unable to open archive file: Library/com.unity.addressables/aa/Android/iOS/basicballs_assets_all_a41d1…ddd7.bundle
Everything is set to Android, but it refuses to use Android in the path.
Addressable Report Summary
Local catalog build location: Library/com.unity.addressables/aa/Android/Android
Addressable Group / Content Packing & Loading
Build & Load Paths : Local
Preview
- Build Path: Library/com.unity.addressables/aa/Android/Android
- Load Path: {UnityEngine.AddressableAssets.Addressables.RuntimePath}/Android
Things I’ve tried:
- Deleted the Library folder
- Rolled back git to a previously working commit
- Rebuilt the content (like 100 times)
- Created a new Test profile, rebuilt content
- Changed the BuildTarget variable from
[UnityEditor.EditorUserBuildSettings.activeBuildTarget]
toAndroid
** Remote addressables are actually loading.
** Device build works fine, just the Editor is hosed
Some weirdness:
- Manager Profiles : Local - refuses to stay on Built-In. Whenever I return, it’s on Custom, but with the same settings as Built-In
Play Mode Script
Use Asset Database or Simulate Groups
- error is gone, and local addressables works fine, but remote do not. I need to run with
Use Existing Build
.