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Bug 2019-LTS,I cant load [AnimatorController] when [Use Existing Build] in any way!!!!!

Discussion in 'Addressables' started by jiuwuunity5-1, Jul 3, 2020.

  1. jiuwuunity5-1

    jiuwuunity5-1

    Joined:
    Aug 17, 2015
    Posts:
    7
    first of all , the problem is only when i choice [Use Existing Build] , if i choice [sync fast] there is everything OK!


    Solution 1:

    i build [AnimatorController] as independent addressable assets, it can be loaded ( not null ), but assign it to any Animator.runtimeAnimatorController will be failed !

    for example ,
    Animator x = myGameObject.Getcomponent<Animator>();
    x != null
    AnimatorController A = SyncAddressables.LoadAsset... the result is A != null.

    x.runtimeAnimatorController = A;

    then the result is x.runtimeAnimatorController == null ??? why ???

    (i guess it because of runtimeType is not match ?)


    Solution 2:

    i made AnimatorController belong to gameObject, save as prefab in Addressable groups. And then the engine crashes.
     
  2. jiuwuunity5-1

    jiuwuunity5-1

    Joined:
    Aug 17, 2015
    Posts:
    7
  3. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,799