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Addressable loading 10x slower than normal + Unknown Assembly error + Feedback

Discussion in 'Addressables' started by RakNet, Aug 7, 2019.

  1. RakNet

    RakNet

    Joined:
    Oct 9, 2013
    Posts:
    181
    My game is quite large and has some resources that I don't need until later in the game, and they aren't tied to a particular scene. I load these resources asynch during loading screens.

    I was putting these assets into a /Resources directory, which worked fine until I tried making a build and found out that you can't have more than 4GB of Resources.

    The easy solution, which in hindsight I should have gone with, is to just put everything into a master scene load that scene as a substitute asset bundle. However, I am stubborn and have wasted two days trying to get a better solution.

    Which brings me to the new Addressable system. In FastMode everything works fine, load speed is good, so far so good. I can't load synchronously, which is a huge design flaw and created a lot of bad architecture but that's another topic.

    The topics for this post...

    First issue: Building assets for packed play mode, I'm spammed with

    Code (CSharp):
    1.  
    2. Unknown Assembly ModV1
    3. UnityEditor.Build.Content.ContentBuildInterface:GetPlayerDependenciesForObjects(ObjectIdentifier[], BuildTarget, TypeDB)
    4. UnityEditor.Build.Pipeline.Tasks.CalculateAssetDependencyData:Run() (at Library\PackageCache\com.unity.scriptablebuildpipeline@1.5.2\Editor\Tasks\CalculateAssetDependencyData.cs:107)
    5. UnityEditor.Build.Pipeline.BuildTasksRunner:Run(IList`1, IBuildContext) (at Library\PackageCache\com.unity.scriptablebuildpipeline@1.5.2\Editor\Shared\BuildTasksRunner.cs:50)
    6. UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles(IBundleBuildParameters, IBundleBuildContent, IBundleBuildResults&, IList`1, IContextObject[]) (at Library\PackageCache\com.unity.scriptablebuildpipeline@1.5.2\Editor\ContentPipeline.cs:118)
    7. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:DoBuild(AddressablesDataBuilderInput, AddressableAssetsBuildContext) (at Library\PackageCache\com.unity.addressables@1.1.7\Editor\Build\DataBuilders\BuildScriptPackedMode.cs:132)
    8. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation(AddressablesDataBuilderInput) (at Library\PackageCache\com.unity.addressables@1.1.7\Editor\Build\DataBuilders\BuildScriptPackedMode.cs:90)
    9. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData(AddressablesDataBuilderInput) (at Library\PackageCache\com.unity.addressables@1.1.7\Editor\Build\DataBuilders\BuildScriptBase.cs:60)
    10. UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl() (at Library\PackageCache\com.unity.addressables@1.1.7\Editor\Settings\AddressableAssetSettings.cs:1608)
    11. UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent() (at Library\PackageCache\com.unity.addressables@1.1.7\Editor\Settings\AddressableAssetSettings.cs:1590)
    12. UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor:OnBuildPlayerData() (at Library\PackageCache\com.unity.addressables@1.1.7\Editor\GUI\AddressableAssetsSettingsGroupEditor.cs:239)
    13. UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32) (at C:\buildslave\unity\build\Editor\Mono\GUI\GenericMenu.cs:121)
    14.  

    ModV1 among other assemblies are used by my game to hold external code.

    I created a link.xml to try to include this, not sure if it's needed, the docs aren't really very helpful as to when to use link.xml, why I would use it, or even how to use it or where to put it.
    <linker>
    <assembly fullname="ModV1" preserve="all"/>
    </linker>

    Anyway, if I ignore the error and run the game it does appear to load.

    Here is part of link.xml at Client\Library\com.unity.addressables\StreamingAssetsCopy\aa\Windows\link.xml

    <assembly fullname="ModV1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
    <type fullname="ModV1.AI2.AI2Ambience_SV1" preserve="all" />
    <type fullname="ModV1.AI2.AI2AmbienceAnimationEventListener" preserve="all" />
    <type fullname="ModV1.AI2.AI2AudioTrigger" preserve="all" />
    <type fullname="ModV1.Source.AIAllianceConditionalEvent" preserve="all" />

    Second issue:
    What I'm actually loading is a custom ScriptableObject that holds a List<GameObject>.I can actually load it, the problem is instead of a list of 39 GameObjects, it's a list of 39 null pointers.

    Third issue: loading takes 10X longer in packed play mode vs. local! This totally defeats the point of loading asynch during loading screens since the total time is longer.

    I don't care about loading game data from remote systems, content updates, whatever. I just want to get around the 4 GB limit. How can I load resources dynamically that
    1. Is fast
    2. Doesn't duplicate the resource (which Addressables and AssetBundles do?
    3. Doesn't have a size limit (Which Resources does)?
     
    andreiagmu likes this.
  2. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
    Posts:
    1,005
    what version of addressables and the editor are you using?

    What version of the editor are you running. There were some code stripping issues in 18.3 I believe. Maybe 19.1. In any case, if you have a recent 19.2 they should be fixed.

    What if you hand edit our generated link.xml and add preserve="all" to it?
    <assembly fullname="ModV1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">

    Is it actually a List<GameObject> or is it List<SomeComponentType>?

    I'm not sure exactly what you're comparing. Packed vs Fast mode? Packed vs having things in Resources? 99% of your dev can probably be done in Fast Mode.


    1. Addressables runtime loading shouldn't be any slower than Resources. And it's almost certainly more memory efficient. Also of note, building should be significantly faster. If you have many GB of data in Resources, then every time you build the player, it will rebuild all of that content. If you have addressables, and things are split into many asset bundles (as they should be), then it'll do incremental building and only build what's changed. Should be significant improvement.
    2. Use the Addressables Analyze functionality to find and remove duplicates. -- if you do have a bunch of dupes this probably explains your 10x loading problem.
    3. use addressables. by the way, it has the 4gb limit per file too. you can just break things up into many bundles with addressables, whereas you can't break up Resources.
     
  3. RakNet

    RakNet

    Joined:
    Oct 9, 2013
    Posts:
    181
    "what version of addressables and the editor are you using?"

    It was the latest version at the time I wrote the post, I downloaded it the day before. Probably 1.1.7. Editor 2019.2.0f1

    "What if you hand edit our generated link.xml and add preserve="all" to it?
    <assembly fullname="ModV1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">"

    I can try again, but already reverted the code in favor of using scenes as resources bundles. I load the scene that contains a game object, that contains a reference to my scriptable object. Because scenes are not ready the same frame they are loaded, I had to find every place in the game code that used a resource, which I could formerly load blocking, and change it to use IEnumerator.

    "Is it actually a List<GameObject> or is it List<SomeComponentType>? "
    List<GameObject>. I wanted to clarify this, because even if it was List<SomeComponentType> that would work if I used Resources, or used my current method of using Scenes as a fake asset bundle. I need to be able to have scripts on my assets.

    "I'm not sure exactly what you're comparing. Packed vs Fast mode? Packed vs having things in Resources? 99% of your dev can probably be done in Fast Mode. "
    Comparing packed vs. resources
     
    Last edited: Aug 17, 2019
  4. KAJed

    KAJed

    Joined:
    Mar 15, 2013
    Posts:
    46
    Has there been any change on this? I have a similar issue and this error fires 800 times when I generate bundles. Unity 2019.2.17, Addressables 1.7.5.

    Code (CSharp):
    1.  
    2. Unknown Assembly Rewired_Core
    3. UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent()
    4. PlatformBuilds:BuildDLCStatic(BuildTarget) (at Assets/Scripts/PlatformBuilds.cs:369)
    5. PlatformBuilds:<BuildDLC>b__15_0() (at Assets/Scripts/PlatformBuilds.cs:339)
    6. UnityEditor.EditorApplication:Internal_CallDelayFunctions()
    7.  
    8.  
     
    Last edited: Apr 9, 2020
  5. peeka

    peeka

    Joined:
    Dec 3, 2014
    Posts:
    84
    I am now seeing this after updating to addressable 1.8.3 from 1.7.5 while on unity 2019.3.9f1

    Unknown Assembly DOTween
    UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)
    Unknown Assembly Sirenix.Serialization.Config
    UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)
     
    phobos2077 likes this.
  6. MaskedMouse

    MaskedMouse

    Joined:
    Jul 8, 2014
    Posts:
    509
    I'm having the "Unknown Assembly DOTween" as well since 1.8.3 on Unity 2019.3.11
    Not sure if this is harmless yet as I haven't made a build yet. But if it is, I'll revert back to 1.7.5
    Here's the stacktrace from the editor log

    Code (CSharp):
    1. Unknown Assembly DOTween
    2. UnityEditor.Build.Content.ContentBuildInterface:GetPlayerObjectIdentifiersInAsset_Injected(GUID&, BuildTarget)
    3. UnityEditor.Build.Content.ContentBuildInterface:GetPlayerObjectIdentifiersInAsset(GUID, BuildTarget)
    4. UnityEditor.AddressableAssets.Settings.AddressableAssetEntry:CreateCatalogEntries(List`1, Boolean, String, IEnumerable`1, Object, HashSet`1) (at Library\PackageCache\com.unity.addressables@1.8.3\Editor\Settings\AddressableAssetEntry.cs:664)
    5. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptFastMode:GatherAssetsForFolder(AddressableAssetEntry, AddressableAssetsBuildContext) (at Library\PackageCache\com.unity.addressables@1.8.3\Editor\Build\DataBuilders\BuildScriptFastMode.cs:163)
    6. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptFastMode:ProcessGroup(AddressableAssetGroup, AddressableAssetsBuildContext) (at Library\PackageCache\com.unity.addressables@1.8.3\Editor\Build\DataBuilders\BuildScriptFastMode.cs:138)
    7. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:ProcessAllGroups(AddressableAssetsBuildContext) (at Library\PackageCache\com.unity.addressables@1.8.3\Editor\Build\DataBuilders\BuildScriptBase.cs:119)
    8. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptFastMode:BuildDataImplementation(AddressablesDataBuilderInput) (at Library\PackageCache\com.unity.addressables@1.8.3\Editor\Build\DataBuilders\BuildScriptFastMode.cs:90)
    9. UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData(AddressablesDataBuilderInput) (at Library\PackageCache\com.unity.addressables@1.8.3\Editor\Build\DataBuilders\BuildScriptBase.cs:74)
    10. UnityEditor.AddressableAssets.Build.AddressablesBuildScriptHooks:OnEditorPlayModeChanged(PlayModeStateChange) (at Library\PackageCache\com.unity.addressables@1.8.3\Editor\Build\AddressablesBuildScriptHooks.cs:59)
    11. UnityEditor.EditorApplication:Internal_PlayModeStateChanged(PlayModeStateChange)
    12. UnityEditor.EditorApplication:set_isPlaying(Boolean)
    13. UnityEditor.Toolbar:TogglePlaying()
    14. UnityEditor.Toolbar:DoPlayButtons(Boolean)
     
    phobos2077 likes this.
  7. phobos2077

    phobos2077

    Joined:
    Feb 10, 2018
    Posts:
    210
    I see the same errors every time I hit Play. I was sure it was something specific to this project only. Also using DOTween and Odin. Surprising to see it's a common issue.

    Addressables 1.8.3
    Unity 2019.3.9
     
    pahe and gadgetoflife like this.
  8. MaskedMouse

    MaskedMouse

    Joined:
    Jul 8, 2014
    Posts:
    509
    It seems to prevent me from building the bundles so I'm reverting back to 1.7.5
     
  9. gadgetoflife

    gadgetoflife

    Joined:
    Aug 11, 2012
    Posts:
    4
    Same here
     
  10. RakNet

    RakNet

    Joined:
    Oct 9, 2013
    Posts:
    181
    I decided to revisit addressables and it is still the case that Addressables doesn't work when your project uses DLLs.

    In the case the name of my DLL is ModV1

    upload_2020-4-29_22-25-13.png

    When I double click the error it goes to this line of code:

    var referencedObjects = ContentBuildInterface.GetPlayerDependenciesForObjects(includedObjects, m_Parameters.Target, m_Parameters.ScriptInfo);
    in CalcualteAssetDependencyData.cs line 107

    Using Addressables 1.1.10 with Unity 2019.3.11f1

    In the Addressables Window I click Build / Build Player content then wait for an hour to get this result.
     
  11. RakNet

    RakNet

    Joined:
    Oct 9, 2013
    Posts:
    181
    @unity_bill

    Previously you suggested "What if you hand edit our generated link.xml and add preserve="all" to it?
    <assembly fullname="ModV1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">"

    Referring to: "E:\Work\EmpireOfEmber\Client\Library\com.unity.addressables\StreamingAssetsCopy\aa\Windows\link.xml"

    My own DLLs are listed twice:
    <assembly fullname="ModV1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
    and
    <assembly fullname="EmpireOfEmber, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">

    I added preserve="all" per your suggstion
    <assembly fullname="EmpireOfEmber, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
    <assembly fullname="ModV1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">

    However, upon hitting Build / Build Player E:\Work\EmpireOfEmber\Client\Library\com.unity.addressables\StreamingAssetsCopy\aa\Windows\link.xml is deleted by Unity, therefore my changes are lost.

    If there is some other place I should creating a new link.xml let me know.
     
  12. RakNet

    RakNet

    Joined:
    Oct 9, 2013
    Posts:
    181
  13. newatlanta19006

    newatlanta19006

    Joined:
    Feb 23, 2019
    Posts:
    7
    Any updates on this issue? Seems like a pretty major regression for Addressables. I hoping for a rapid fix. I submitted a bug report as well.
     
    andreiagmu likes this.
  14. pinkpointer

    pinkpointer

    Joined:
    Feb 22, 2017
    Posts:
    12
    I'm also experiencing the "Unknown Assembly DOTween" issue!
     
    andreiagmu likes this.
  15. FKInno

    FKInno

    Joined:
    Dec 13, 2017
    Posts:
    7
    I can confirm the "Unknown Assembly DOTween" with Unity 2019.3.11f1 and Addressables 1.8.3
     
  16. FlorentFal

    FlorentFal

    Joined:
    Nov 20, 2015
    Posts:
    54
    I can confirm the "Unknown Assembly DOTween" (and with Odin's dll too) with Unity 2018.2.17 and Addressables 1.8.3
     
  17. KAJed

    KAJed

    Joined:
    Mar 15, 2013
    Posts:
    46
    Near as I can figure there is a dependency check happening and scripts that belong to DLLs are coming up and being processed. I see this primarily with Rewired because all the ControllerData files are types that exist only in the RewiredCore dll.
     
  18. jasonatkaruna

    jasonatkaruna

    Joined:
    Feb 26, 2019
    Posts:
    64
    Confirming
    "Unknown Assembly DOTween"
    and also
    "Unknown Assembly Sirenix.Serialization.Config"

    with Unity 2019.3.13 and addressables 1.8.3
     
  19. FlorentFal

    FlorentFal

    Joined:
    Nov 20, 2015
    Posts:
    54
  20. FuriousEX

    FuriousEX

    Joined:
    Mar 13, 2014
    Posts:
    13
    I get "Unknown Assembly DOTween" too with the latest addressables and unity 2019.3. It doesn't happen with 1.75, though this version is giving me headaches too.

    I updated to 2020.1b to try and fix (and it seemed to) but there were so many other problems w 2020.1b that I had to switch back.

    That bug above was closed bc the reporter decided not to use addessables after the trouble - weird reason to close a bug :\
    https://fogbugz.unity3d.com/default.asp?1243008_u0mordu61ousc0o5
     
    ShadySheikah likes this.
  21. RakNet

    RakNet

    Joined:
    Oct 9, 2013
    Posts:
    181
    Agreed, whether I personally use addressables is unrelated to whether or not it is a bug or if it should be addressed. I recommend opening your own case.
     
    phobos2077 likes this.
  22. RakNet

    RakNet

    Joined:
    Oct 9, 2013
    Posts:
    181
    I tried 1.7.5 with my repro case and that version did not work either.
     
  23. SleepyAgapornis

    SleepyAgapornis

    Joined:
    Sep 7, 2018
    Posts:
    8
    same issue here. Unity 2019.3.1f1 and Addressables 1.8.3
     
  24. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,155
    Can also confirm.

    Unity 2019.3.2f1 and Addressables 1.8.3

    - Unknown Assembly DOTween
    - Unknown Assembly Sirenix
    - Unknown Assembly ArticyRuntime
     
  25. EduardDraude

    EduardDraude

    Joined:
    Mar 8, 2019
    Posts:
    34
    I am also facing this issue when updating from 1.7.5 to 1.8.4. Did someone fix this issue?
     
  26. phobos2077

    phobos2077

    Joined:
    Feb 10, 2018
    Posts:
    210
    More than a month passed since last update. Any insights about the roadmap for future Addressables updates would be highly appreciated.
     
  27. GrandBOOM

    GrandBOOM

    Joined:
    Oct 25, 2016
    Posts:
    14
    Same problem. Please fix this already.
     
  28. phobos2077

    phobos2077

    Joined:
    Feb 10, 2018
    Posts:
    210
    Have anyone actually filed a report via Unity bug reporter? Probably they won't respond to this unless someone does this.
     
  29. zhuxianzhi

    zhuxianzhi

    Joined:
    Mar 30, 2015
    Posts:
    53
    I encountered the same problem, and failed to load AssetBundle randomly.
     
  30. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,155
    The question is: what is the bug? The appearance of the log message?
    On my end these errors do not break anything in my project.

    We need someone from Unity to tell us what this is. I have some other problems related to addressables and don't know if this has something to do with it. Care to comment @unity_bill :) ?
     
  31. phobos2077

    phobos2077

    Joined:
    Feb 10, 2018
    Posts:
    210
    On my end these don't seem to break anything as well. But I argue that useless error messages in console (especially indicating possible incompatibility with all pre-compiled libraries) is indeed a bug.
     
    BTStone likes this.
  32. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
    Posts:
    1,005
    well, to be clear, the bug was not closed because the reporter stopped using addressables. The bug was closed because incoming QA couldn't repro it, and when they began a conversation with the reporter about how to make it happen, the response from the reporter was that they weren't using addressables anymore.

    Just to be thorough, I went ahead and downloaded the project attached to that now closed bug. For me, the bug did show up on 2019.3, but not on 2020.1.


    Which points to it being an engine issue, not an addressable one. Also, it points to it being "fixed". Will/should it be backported? That depends on the severity of the problem.


    I also am not sure what the issue is. I'm not saying "an error log isn't an issue". I'm legitimately asking if that is the extent of the issue (a harmless and misguided error) or if there is something tangible surfacing beyond the error.
     
    BTStone likes this.
  33. MaskedMouse

    MaskedMouse

    Joined:
    Jul 8, 2014
    Posts:
    509
    Previously I had the issue that the bundles didn't build due to this error. But I tried again and the bundles are being built. So either it's fixed or the previous time that I tried something else stopped me from building the bundles.

    Either way, it seems like a harmless error now.

    Noticed that for some reason after upgrading from Unity 2019.3.14 to 2019.3.15, my addressables package got updated automatically. Not sure why that happens but I suddenly saw this error pop up again and was looking at why it suddenly did this as I didn't update the package myself.

    It seems to work so I guess the error can be ignored safely unless someone tells me otherwise.
     
  34. zzy0600

    zzy0600

    Joined:
    Oct 30, 2018
    Posts:
    3
    For the same engine version, this error doesn't occur in Addressables v1.7.5, but occurs in v.1.8.3+. Why the conclusion is this is an engine issue?
     
    rwetzold and phobos2077 like this.
  35. KAJed

    KAJed

    Joined:
    Mar 15, 2013
    Posts:
    46
    It is 100% a "harmless" error. With 2019.3 I've noticed that the delay associated with the logs showing up goes down. However, the more assets that fall under "exists in a pre-compiled assembly" the longer it takes. Since, as I'm sure you know, outputting a large number of logs can be very slow.

    The only harm is time wasted (which could be a major problem to some folk).
     
  36. rwetzold

    rwetzold

    Joined:
    Oct 10, 2013
    Posts:
    270
    I get the same issue with addressables 1.9.2 and Unity 2019.3.f14, for DOTween. I downgraded to 1.7.5 and it went away. To behonest, I am using addressables for the first time and reading the rather "uninterested" Unity replies above makes me think if I am betting on the right technology :-/
     
    JoRangers and phobos2077 like this.
  37. bagelbaker

    bagelbaker

    Joined:
    Jun 5, 2017
    Posts:
    51
    Unity 2019.4.0f1 addressables 1.10.0

    - Unknown Assembly PlayMaker
    - Unknown Assembly MadCompileTimeOptimizer.Editor

    Is does not seem to affect anything but the main issue is that it spams the console with that log +999x and very inconvenient to see real errors.

    We were previously on Unity 2019.2.4f1 addressables 1.6.0 and the issue was also present.
     
  38. bagelbaker

    bagelbaker

    Joined:
    Jun 5, 2017
    Posts:
    51
    Here's the stack trace for the log error of my previous message:

    Code (CSharp):
    1. Unknown Assembly PlayMaker
    2. 0x00007FF64C6D936C (Unity) StackWalker::GetCurrentCallstack
    3. 0x00007FF64C6DD321 (Unity) StackWalker::ShowCallstack
    4. 0x00007FF64ADDEFE5 (Unity) GetStacktrace
    5. 0x00007FF64D3548EE (Unity) DebugStringToFile
    6. 0x00007FF64D354602 (Unity) AssertImplementation
    7. 0x00007FF64B1138B6 (Unity) IsAssemblyEditorOnly
    8. 0x00007FF64B113C34 (Unity) BuildPipeline::ObjectIsSupportedInBuild
    9. 0x00007FF64B129068 (Unity) BuildPipeline::ContentDependencyCollector::GenerateInstanceID
    10. 0x00007FF6499F933A (Unity) RemapPPtrTransfer::Transfer<AnimationClipSettings>
    11. 0x00007FF64C66E9D1 (Unity) TransferField_NonArray<RemapPPtrTransfer,Converter_UnityEngineObject>
    12. 0x00007FF64C692C92 (Unity) Transfer_UnityEngineObject<RemapPPtrTransfer,0>
    13. 0x00007FF649B5DDEB (Unity) ExecuteSerializationCommands<ConfigSettingsRead>
    14. 0x00007FF64ACE6D31 (Unity) TransferScriptingObject<RemapPPtrTransfer,0>
    15. 0x00007FF64ACE481A (Unity) SerializableManagedRefTransfer::Transfer<SerializableManagedRefBackupGenerator>
    16. 0x00007FF64B1267EF (Unity) BuildPipeline::ContentDependencyCollector::CalculateDependencies
    17. 0x00007FF64B10DFFC (Unity) BuildPipeline::CalculatePlayerDependenciesForScene
    18. 0x00007FF64B413915 (Unity) ContentBuildInterface_CUSTOM_CalculatePlayerDependenciesForSceneInternal_Injected
    19. 0x000001495FDB7CD7 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.Build.Content.ContentBuildInterface:CalculatePlayerDependenciesForSceneInternal_Injected (string,UnityEditor.Build.Content.BuildSettings&,UnityEditor.Build.Content.BuildUsageTagSet,UnityEditor.Build.Content.BuildUsageCache,UnityEditor.Build.Content.SceneDependencyInfo&)
    20. 0x000001495FDB7AD3 (Mono JIT Code) UnityEditor.Build.Content.ContentBuildInterface:CalculatePlayerDependenciesForSceneInternal (string,UnityEditor.Build.Content.BuildSettings,UnityEditor.Build.Content.BuildUsageTagSet,UnityEditor.Build.Content.BuildUsageCache)
    21. 0x000001495FDB7693 (Mono JIT Code) UnityEditor.Build.Content.ContentBuildInterface:CalculatePlayerDependenciesForScene (string,UnityEditor.Build.Content.BuildSettings,UnityEditor.Build.Content.BuildUsageTagSet,UnityEditor.Build.Content.BuildUsageCache)
    22. 0x000001495EC6A0A3 (Mono JIT Code) [CalculateSceneDependencyData.cs:91] UnityEditor.Build.Pipeline.Tasks.CalculateSceneDependencyData:Run ()
    23. 0x000001495DF0DB4F (Mono JIT Code) [BuildTasksRunner.cs:56] UnityEditor.Build.Pipeline.BuildTasksRunner:Run (System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IBuildContext)
    24. 0x0000014954EEF60B (Mono JIT Code) [ContentPipeline.cs:130] UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[])
    25. 0x000001495CF1101B (Mono JIT Code) [BuildScriptPackedMode.cs:156] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:DoBuild<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext)
    26. 0x00000148C2C22298 (Mono JIT Code) [BuildScriptPackedMode.cs:78] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput)
    27. 0x00000148C2C0F51D (Mono JIT Code) [BuildScriptBase.cs:74] UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<TResult_REF> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput)
    28. 0x00000148C2C0D1F5 (Mono JIT Code) [AddressableAssetSettings.cs:1729] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl ()
    29. 0x00000148C2C0CCFB (Mono JIT Code) [AddressableAssetSettings.cs:1711] UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent ()
    30. 0x00000148C2C0C363 (Mono JIT Code) [AddressableAssetsSettingsGroupEditor.cs:270] UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor:OnBuildPlayerData ()
    31. 0x00000148C2C0BEF3 (Mono JIT Code) [AddressableAssetsSettingsGroupEditor.cs:265] UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor:OnBuildScript (object)
    32. 0x00000148C2BB7326 (Mono JIT Code) UnityEditor.GenericMenu:CatchMenu (object,string[],int)
    33. 0x00000148C2BB6F8F (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void__this___object_object_int (object,intptr,intptr,intptr)
    34. 0x00007FF85622CBA0 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
    35. 0x00007FF8561B2112 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
    36. 0x00007FF8561BB10F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
    37. 0x00007FF64C64D29E (Unity) scripting_method_invoke
    38. 0x00007FF64C64700D (Unity) ScriptingInvocation::Invoke
    39. 0x00007FF64A2C3F0A (Unity) CustomPopupMenuInterface::Execute
    40. 0x00007FF64A20C4BC (Unity) MenuController::ExecuteMenuItem
    41. 0x00007FF64ADF56AD (Unity) ShowDelayedContextMenu
    42. 0x00007FF64AE050D5 (Unity) GUIView::OnInputEvent
    43. 0x00007FF64A30F3CC (Unity) GUIView::ProcessInputEvent
    44. 0x00007FF64ADFBF3D (Unity) GUIView::DoPaint
    45. 0x00007FF64AE07AAD (Unity) GUIView::RepaintAll
    46. 0x00007FF64A49F137 (Unity) Application::TickTimer
    47. 0x00007FF64AE03EC0 (Unity) MainMessageLoop
    48. 0x00007FF64AE0DFB8 (Unity) WinMain
    49. 0x00007FF64DDF2BE2 (Unity) __scrt_common_main_seh
    50. 0x00007FF8C9B87BD4 (KERNEL32) BaseThreadInitThunk
    51. 0x00007FF8CB6CCE51 (ntdll) RtlUserThreadStart
    52.  
     
  39. chrisMary

    chrisMary

    Joined:
    Nov 27, 2013
    Posts:
    16
    Hi,
    I have those same messages, using addressables and sensibly the same plugins,it started about the same time I switched from VS to Rider... Could that be a factor? Which IDE are you using?
     
  40. bagelbaker

    bagelbaker

    Joined:
    Jun 5, 2017
    Posts:
    51
    We are using Visual Studio.
     
  41. Xarbrough

    Xarbrough

    Joined:
    Dec 11, 2014
    Posts:
    737
    Anyone found a fix to this error message "Unknown Assembly DOTween"?
     
  42. manurocker95

    manurocker95

    Joined:
    Jun 14, 2016
    Posts:
    9
    As commented in the thread, 1.75 doesn't have the issue. Just downgrade to that one
     
  43. phobos2077

    phobos2077

    Joined:
    Feb 10, 2018
    Posts:
    210
    This issue is safe to ignore AFAIK. We have it in production version and it doesn't seem to affect anything.
     
  44. drallcom3

    drallcom3

    Joined:
    Feb 12, 2017
    Posts:
    51
    The issue with this issue is, that I can't build Addressables. Playing the editor is fine and all.
     
  45. chrisMary

    chrisMary

    Joined:
    Nov 27, 2013
    Posts:
    16
    Make sure you didn't uncheck "include in build" on your groups, that happened to me when I wanted to put all the groups in remote load, and mistook the "build" for the app build.
     
  46. phobos2077

    phobos2077

    Joined:
    Feb 10, 2018
    Posts:
    210
    In that case you need to find the actual build error that's preventing your build. You're probably looking at the wrong error message.
     
  47. drallcom3

    drallcom3

    Joined:
    Feb 12, 2017
    Posts:
    51
    Groups are fine.

    I had to downgrade to 1.7.5 and then magically all the problems went away.
     
  48. Thermos

    Thermos

    Joined:
    Feb 23, 2015
    Posts:
    89
    Fixed in 2019.4.1f1
     
    phobos2077 likes this.
  49. Adrien_Danglard

    Adrien_Danglard

    Joined:
    Nov 4, 2019
    Posts:
    12
    Hi there! Does this "fixed" refer to the unknown assembly error, or the addressable loading times?

    We're on 2018.4.16f1, trying to use addressables (1.10) on the Nintendo Switch, and in despair about how slow they are. We have scenes in one set of bundle groups, the assets they reference in another (basically a bunch of "duplicate asset isolation" groups, which we tried to optimize - e.g. if an asset is referenced by levels 1 and 3, it will be in a group labelled "level1_3"). Loading scenes this way is prohibitively slow on the Switch. Disabling CRC checks helps somewhat, but loading via bundles is still nowhere near as fast as building the scenes into the data. Any chance bundle loading would be faster on 2019?
     
  50. Thermos

    Thermos

    Joined:
    Feb 23, 2015
    Posts:
    89
    Only the [unknown assembly error]. Don't have a switch dev kit, but loading performance on android is still a lot slower than other platform.
     
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