Hi @dan_soqqle Addressables does support WebGL. Local addressable assets are stored in the Application.streamingAssetsPath.
It sounds like you are running into InvalidKeyExceptions, did you build Addressables (in the Addressable Groups window toolbar > Build > New Build) before building the player?
Hi, sorry for delayed reply. Yes i did build it (many many times, otherwise it wouldn’t have worked. However, it worked after migrating to 2021.
And also I updated my com.unity.localization package to the latest (it did not detect Locale). However, it should not impact the other local ones. Actually the one that failed was the scene I included in the build (which usually works when I loadsceneasync) but in this case through WebGL it did not.
Anyway on 2021 I did manage to get this to work locally (however had some issues on unity play, and kind of gave up on unity play, will recheck that shortly)
I’m having the same problem, but I’m already on 2021.3.5f1.
Difference is, other assets work; only scenes don’t load, for ex. giving: DragonShift.framework.js:3 UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown., Key=Assets/_AppGame/DevSetup/Res/DevSetup.unity, Type=System.Object
It works on all other platforms.
More info found. Only this part fails (but, again, not on other platforms):
var locations = await Addressables.LoadResourceLocationsAsync(scenePath, typeof(SceneInstance));
var first = locations[0];
var size = await Addressables.GetDownloadSizeAsync(first); // size shows correctly
await Addressables.DownloadDependenciesAsync(first, autoReleaseHandle: true); // <<< here it fails
I got similar errors.
Do you have the addressables local or remote?
I have one project where everything is loaded from streamingAssets, this works fine.
But the other project loads the bundles from a remote server.
Here I get those errors.
And the system tries to load this: “http://localhost:3000/StreamingAssets/aa/settings.json” which does not happen on windows.
So it seams to me that it does not load the remote catalog, which causes that invalid key exceptions I think.
i have both because i have localization which uses local. i have not upgraded to 2022 though.
But more recently i have not got this error anymore. I do try a combination of turning off and on exceptions and compression which appears to be causing many many issues
But it seems to happen less when i select “perserve uv foldover” and “preserve uv seams”
Hi! In my Telegram bot, where I run my game, I have a similar issue. I suspect that my game cannot access StreamingAssets. However, Addressables work perfectly when I run the game directly in Google Chrome. Any thoughts?