I’m facing this problem but only with google play builds. APK and IPA builds are fine, TestFlight and App Store builds are fine, but Google Play breaks.
Anyone has any idea of whats going on?
I’m facing this problem but only with google play builds. APK and IPA builds are fine, TestFlight and App Store builds are fine, but Google Play breaks.
Anyone has any idea of whats going on?
I think that I gave too little details.
This is an error that occurs when I’m downloading Adreessables through CCD. The download percentage goes to 100%, then this error is thrown.
Here is the code that handles the download, an auxiliary script to better print the download error, and some images on how the addressables settings and the group settings are set.
var handle = Addressables.LoadAssetAsync<ShelvesData>("*****.asset");
handle.Completed += (operation) =>
{
if (operation.Status == AsyncOperationStatus.Succeeded)
{
// Do Stuff
}
else
{
Debug.LogError($"Asset for **** failed to load.");
Debug.LogError(operation.OperationException);
Debug.LogError(DownloadErrorToString.FromHandle(handle));
}
};
public class DownloadErrorToString
{
public static string FromHandle(AsyncOperationHandle fromHandle)
{
if (fromHandle.Status != AsyncOperationStatus.Failed)
return null;
RemoteProviderException remoteException;
Exception e = fromHandle.OperationException;
while (e != null)
{
remoteException = e as RemoteProviderException;
if (remoteException != null)
return remoteException.WebRequestResult.Error;
e = e.InnerException;
}
return fromHandle.OperationException.Message.Split(new string[] { "http" }, StringSplitOptions.None)[0];
}
}
So, I was able to fix it. The solution? Update Unity version ¯_(ツ)_/¯
On cloudbuild the build that was sent to google play were the only one set to 2020.3.32f1, and all the other ones were set to the newest 2020.3. Changing that solved my problem.