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We had to fix it by overwriting the bee_backend script from an older Unity version. There is a different forum post that explains this process but...
We see this across all build VMs now, using Unity 2021.3.16f1..... On MacOS, the custom batch script creates error code 256 in editor so that does...
It does seem to be an ongoing issue with our production repo - this increases our build times from a few minutes to an hour IF it does not...
Has this ever been resolved yet? We are on latest stable Unity 2021.3.16f1 and are setting up the build pipeline. It happens to us now where it...
trial & error and spending way too many expensive days on figuring this out.. ;)
The Unity Developer role is meant to implement several client-side mechanics into our games, incorporate UIs and optimize gameplay systems. Skills...
We are on Unity 2021.2.10f1 as 2020LTS was not stable unfortunately - our last build was also made with 2021.2.10f1
Soooo https://issuetracker.unity3d.com/issues/identical-asset-bundles-differ-bitwise-when-building-addressable-content is still "active" with no...
Is there any workaround for this right now? @unity_shane
Has there been any update on that? A validation/integrity check API we can trigger ourselves is probably the best here...
We are in a closed beta environment and are also facing this issue - we have packed seperately as a setting. If that helps, the game is currently...
Okay so here is the solution - maybe this helps anyone else: Our project is pretty old and was upgraded from 2019.3 LTS to 2020.3 LTS to now...
testing an empty scene (in the same project) yields the same result Left: Editor Right: Build [ATTACH] Edit: Fresh 2021.2 project does not have...
Yep, but just to confirm, this is how our scene light settings look like. No change from 2020.3 I just regenerated the lighting to confirm that...
Edit: The solution we found Environmental lighting not rendering in build with 2021.2 Hi, we recently upgraded to from 2020.3 to 2021.2 and...
This "bug" is another one of those "game breaking" issues that are currently stopping Addressables from being used in a true production...
https://xxxxxxx.client-api.unity3dusercontent.com/client_api/v1/buckets/{Bsidegames.AddressablesWrapper.BUCKET}/release_by_badge/{Bsidegames.Addres...
integrate something like Unity Remote Config and point your builds to specific "buckets" or CDN folders so that you can fine tune which version...
Also interested in this, but as a FYI - other games including e.g. Pokemon Unite do not pause their dynamic CDN downloads on iOS even if the user...
I do recommend checking out RemoteConfig - you can have overrides for specific deviceIDs that point addressables to various (different) CDN...