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Addressables are here!

Discussion in 'Addressables' started by audrey-unity, Jun 15, 2018.

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  1. unity_bill

    unity_bill

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    Several people made comments above about issues with AssetReference's either in arrays or in classes. Most of those cases are resolved in the upcoming 0.4.x release. The exception being a list or array of some class, where that class contains asset references. That one will be fixed, but not in this release.
     
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  2. henkjan

    henkjan

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    I've managed to install the Addressables System (and also the Resource Manager and Scriptable Build Pipeline). But when I select an asset (from the project window) there isn't a addressable checkbox in de inspector window! The only way to mark an asset as addressable is by dragging it to the Addressables window.

    Am I missing something?

    I'm on Unity 2018.2.11f1 on Windows btw.
     
  3. AlkisFortuneFish

    AlkisFortuneFish

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    That never worked for me either, just drag the asset to the group in the addressables window.
     
  4. henkjan

    henkjan

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    Thanks, I thought it was me :)
     
  5. MaskedMouse

    MaskedMouse

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    That checkbox has been disabled since 0.2.2 due to a bug.
    https://forum.unity.com/threads/release-announcements-and-notes.543537/#post-3591824
     
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  6. David_GameDev

    David_GameDev

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    Is it/ will it be possible to assign different labels to files in folders in Addressables.

    What I mean e.g.: I have a Group "Content 1", and in it I have a Folder called "Shirts" and in that folder, I have couple of meshes, to which I would like to assign different labels, however, currently, it is greyed out and I can assign a label only to the Folder which then overrides the children labels.

    Also, where can I create new labels, I only have a label “default” but don’t see anything/anywhere where I could add new labels.

    Thanks in advance!
     
  7. Elhimp

    Elhimp

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    Top left corner of addressables window -> Profile: Default* -> Inspect Profile Settings -> Labels -> +

    *Or not default, if you've created your own profile, which then can be accessed and Inspected from project catalog tree
     
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  8. MaskedMouse

    MaskedMouse

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    So when is the addressable asset system going to be available through the Package Manager instead of having to add it manually to the manifest json?
     
  9. Havokki

    Havokki

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    It already is at least in 2018.3 beta.
     
  10. MaskedMouse

    MaskedMouse

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    I am using 2018.3b4 and it is not in there
     
  11. Havokki

    Havokki

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    Try clicking the "Advanced" dropdown (next to the search field) and select "Show preview packages".
     
  12. MaskedMouse

    MaskedMouse

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    Like I said, it is not listed
    Screenshot.png

    Still have to add it manually to the manifest json before it is listed in the Package Manager. Even though the documentation says otherwise.
     
    Last edited: Oct 13, 2018
  13. PNordlund

    PNordlund

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    What kind of content protection mechanisms will be supported by the Addressable assets system?
     
  14. JiMMaR

    JiMMaR

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    tl;dr: Is there a way to include some assets in the local build but be able to update them later on ?

    We have some assets in our game that we would like to bake in the build [for offline mode if the user never went online for example].
    we would also want to be able to update those assets later on, is that possible ?
     
  15. foxsterling

    foxsterling

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    I must be missing something. I have setup a local addressable group (LocalBuildPath/LocalLoadPath) since I don't have an external host setup. Things work fine in the editor. But when I build to PC and run from the built files, the asset doesn't load. I've only tried to load one asset this way so far. I have other instances of the asset on the scene to make sure it is in the local build, and they show up. But the AssetReference fails to load.

    Code (CSharp):
    1. public class Weapon : MonoBehaviour {
    2.     public AssetReference projectile;
    3.  
    4.     public Text text;
    5.  
    6.     private Projectile projectileInstnce;
    7.  
    8.     void Start()
    9.     {
    10.         projectile.Instantiate<Projectile>().Completed += ProjectileLoaded;
    11.     }
    12.    
    13.     void ProjectileLoaded(IAsyncOperation<Projectile> op)
    14.     {
    15.             if (op.Result)
    16.             {
    17.                 projectileInstnce = op.Result;
    18.             }
    19.             else
    20.             {
    21.                 text.text = "Failed to load asset";
    22.             }
    23.     }
    24. }
    In editor, the asset shows. Running the built files, my text window shows "Failed to load asset".
     
  16. AlkisFortuneFish

    AlkisFortuneFish

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    Ensure that the asset bundles are actually where they should be on the build, i.e. Data/Raw/com.unity.addressables/<platform>. The build process is meant to copy them to StreamingAssets before building.
     
  17. foxsterling

    foxsterling

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    In the build directory for PC there is "Experiment_Data\StreamingAssets\com.unity.addressables\StandaloneWindows64" with a few files in it. Not completely sure what I'm looking for in it. 2 json files and a few bundle files.
     
  18. AlkisFortuneFish

    AlkisFortuneFish

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    If they are in there, they are copied to Data/Raw/, where the addressables system can find them.
     
  19. foxsterling

    foxsterling

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    There is no "Raw" folder any where.
     
  20. GilesCoopeAkelius

    GilesCoopeAkelius

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    A couple of questions on the Content Update workflow

    I need to be able to create the "addressables_content_state.bin" file to be able to do a content update but

    - this does not appear in a build folder unless there is an addressable group marked static with some contents....why?
    - this does not appear if I trigger the build from code using BuildPipeline.BuildPlayer, even when the static content is there, how do I do this?
     
  21. GilesCoopeAkelius

    GilesCoopeAkelius

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    When I do manage to try and build the content update I get

    "UnauthorizedAccessException: Access to the path "C:\catalog_2018.10.19.12.38.57.json" is denied."

    Where do I set the path to actually build the content update?
     
  22. unity_bill

    unity_bill

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    answers to some of the questions:
    - the checkbox is back as of 0.4.6-preview
    - labels and profiles are setup on the main asset (Assets/AddressableAssetsData/AddressableAssetSettings.asset). You can access this from your project or from the top of any group inspector or from within the addressables window via "Profile->Inspect Profile Settings"
    - when will this show up in package manager without editing the manifest? Our target is before end of year. Those of you that do see it, that's because you've edited the manifest once. After it's in their, it'll show up in the UI and can be updated via the UI. You only need to edit the manifest initially

    Some other questions are a bit extensive to go into here, but I will be presenting on Addressables at Unite Los Angeles next week, and should cover some of them. Once that talk is on youtube, I'll post it on the forums.

    -Bill
     
  23. foxsterling

    foxsterling

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    Still can't get this working. Fine in editor, but fails when I do a build and run. Even created a brand new project to test. Guess time to remove for now, and hope things are better with the real release.
     
  24. KJoanette

    KJoanette

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    Are there any plans to support Sub Assets in Addressable Assets?
     
  25. FlorentFal

    FlorentFal

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    Hello, I'm working on a mobile game and want to use AddressableSystem (and prefab variant) to handle mobiel app multi-resolution problem (loading different prefabs according device screen dpi, x1(md) , x2(xhd) ,x3(xxhd) ect...).

    So actually I create a group MD, and tag bunch of prefab with a label boardItem :
    upload_2018-10-30_11-55-2.png

    Now in a usecase where device dpi is "md" I want to load only asset that belong to MD group and that have label "BoardItem".
    How to achieve that ?
    Addressables.LoadAssets() got only one param that is as I presume an address list, but what about group and label concepts ?

    Thank for your help

    Florent
     
    Last edited: Oct 30, 2018
  26. roshaantariq

    roshaantariq

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    One thing which got me confused here is "how this system is affecting assetbundles?" "Does this mean that we can now edit our assetbundles like a version controlling of assetbundles?"
     
  27. JiMMaR

    JiMMaR

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    You'd probably need to use different labels for different resolutions instead [i.e BoardItem_md] and still have them in separate groups like you already have so you'd only download the needed bundles.
     
  28. FlorentFal

    FlorentFal

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    Nov 20, 2015
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    So I figure out that group has nothing to do with the way you identify assets (only important on way assets are packed and load by unity), solution is to create labels that match device dpi (md, hd ect..) and to load all "boardItem" AND "md" device using merge parameters :

    Code (CSharp):
    1. Addressables.LoadAssets<T>(new string[]{"md", "BoardItem"}, myCompleteCallback, Addressables.MergeMode.Intersection);
     
    Last edited: Oct 30, 2018
  29. Sipel

    Sipel

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    Jan 13, 2015
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    Hi there,
    I'm approaching to the addressables for a new project, but I've encountered some issue that are a little bit dark to me.
    I wanted to change asset based on the level of detail you want on your smartphone (HD, LD). Is there a way to not write code to change every asset but only replace the bundle/group?

    Also during my tests I notice two problems:
    1. Indipendently from the assets i referenced in the addressable asset window, the size of the sharedassets0.assets.resS is allways the same. I wanted to reduce this size and use the bundles/groups to download/load assets at the start of the application, but I don't see the point if the size of that file doesn't change.
    2. During my test I created and deleted many groups, but when I build those groups are always builded as a bundle in the SharedAssets folder. How can I clean the history to prevent this?
    Thank you for your help!

    PS: I can't find the video of the talk at the Unite Los Angeles. Has not been uploaded yet?
     
  30. FlorentFal

    FlorentFal

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    Nov 20, 2015
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    Unity Los angeles video is here:
     
  31. futurlab_peterh

    futurlab_peterh

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    Jan 23, 2018
    Posts:
    38
    Hi are consoles already supported by the Addressables package?

    I'm evaluating this for a multiplatform project, and I'm able to successfully build for PC. But I get these errors when building for PS4 and Switch:

    C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs(27,68): error CS0103: The name 'Caching' does not exist in the current context

    (Filename: C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs Line: 27)

    C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs(27,21): error CS0103: The name 'Caching' does not exist in the current context

    (Filename: C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs Line: 27)

    C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs(25,35): error CS0103: The name 'Caching' does not exist in the current context

    (Filename: C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs Line: 25)

    C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs(24,17): error CS0103: The name 'Caching' does not exist in the current context

    (Filename: C:\Users\peter.hansen\AppData\Local\Unity\cache\packages\packages.unity.com\com.unity.addressables@0.4.6-preview\Runtime\CacheInitialization.cs Line: 24)


    Cheers
    Pete


    [EDIT] I'm using Unity 2018.2.12f1 with PS4 and Switch add-ons
     
    Last edited: Nov 2, 2018
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  32. FlorentFal

    FlorentFal

    Joined:
    Nov 20, 2015
    Posts:
    55
    @unity_bill
    Hi, I'm currently testing remote data caching on my app.
    1. I build and deploy app on my mobile device using an "Editor Hosted" profile (like addressable asset demo project's one)
    2 . The app run and remote asset are correctly load and displayed
    3. I close app and shutdown wifi on my mobile device (not more link to editor throught wifi network)
    4. Run app to see if caching work as expected

    So weird behavior is that assets are correctly display but after maybe...60 seconds easely. From my point of view, it seem to be link to some timeout value (app waiting for timeout before using cached assets..). So I set the remote group's timeout value to 2 (as in your demo project) but nothing change.

    upload_2018-11-1_15-28-56.png

    To load assets I use the Addressable API:
    Code (CSharp):
    1. Addressables.LoadAssets
    Any idea of what I'm missing here ? Because on demo project, cache assets are instantly use when editor is not joinable...

    Thank you very much for your help !



    Below, here's some logs where we can see as expected that remote editor cannot be join.
    Code (CSharp):
    1. 11-01 15:12:39.904 23595 23638 E Unity   : java.net.ConnectException: Failed to connect to /192.168.1.37:57230
    2. 11-01 15:12:39.904 23595 23638 E Unity   :
    3. 11-01 15:12:39.904 23595 23638 E Unity   : (Filename: /Users/builduser/buildslave/unity/build/Platforms/Android/Modules/UnityWebRequest/Transports/TransportAndroid.cpp Line: 451)
    4. 11-01 15:12:39.904 23595 23638 E Unity   :
    5. 11-01 15:12:39.948 23595 23622 E Unity   : Exception: RawDataProvider unable to load from url http://192.168.1.37:57230/catalog_2018.11.01.14.03.40.hash, result='Unknown Error'.
    6. 11-01 15:12:39.948 23595 23622 E Unity   :
    7. 11-01 15:12:39.948 23595 23622 E Unity   : UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    8. 11-01 15:12:39.948 23595 23622 E Unity   : UnityEngine.DebugLogHandler:LogException(Exception, Object)
    9. 11-01 15:12:39.948 23595 23622 E Unity   : UnityEngine.Logger:LogException(Exception, Object)
    10. 11-01 15:12:39.948 23595 23622 E Unity   : UnityEngine.Debug:LogException(Exception)
    11. 11-01 15:12:39.948 23595 23622 E Unity   : UnityEngine.AddressableAssets.<>c:<RuntimeInitialization>b__31_0(IAsyncOperation, Exception) (at /Users/florentfalcy/Documents/Dev/Luminos/Luminos2018/Library/PackageCache/com.unity.addressables@0.4.6-preview/Runtime/Addressables.cs:271)
    12. 11-01 15:12:39.948 23595 23622 E Unity   : UnityEngine.ResourceManagement.AsyncOperationBase`1:set_OperationException(Exception) (at /Users/florentfalcy/Documents/Dev/Luminos/Luminos2018/Library/PackageCache/com.unity.resourcemanager@2.4.1-preview/Runtime/AsyncOperations/AsyncOperationBase.cs:145)
    13. 11-01 15:12:39.948 23595 23622 E Unity   : UnityEngine.ResourceManagement.InternalOp`1:ConvertResult(AsyncOperation) (at /Users/florentfalcy/Documents/Dev/Luminos/Luminos2018/Library/PackageCache/com.unity.resource
    14. 11-01 15:12:39.953 23595 23622 E Unity   : Exception: RawDataProvider unable to load from url http://192.168.1.37:57230/catalog_2018.11.01.14.03.40.hash, result='Unknown Error'.
    15. 11-01 15:12:39.953 23595 23622 E Unity   :
    16. 11-01 15:12:39.953 23595 23622 E Unity   : UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    17. 11-01 15:12:39.953 23595 23622 E Unity   : UnityEngine.DebugLogHandler:LogException(Exception, Object)
    18. 11-01 15:12:39.953 23595 23622 E Unity   : UnityEngine.Logger:LogException(Exception, Object)
    19. 11-01 15:12:39.953 23595 23622 E Unity   : UnityEngine.Debug:LogException(Exception)
    20. 11-01 15:12:39.953 23595 23622 E Unity   : UnityEngine.AddressableAssets.<>c:<RuntimeInitialization>b__31_0(IAsyncOperation, Exception) (at /Users/florentfalcy/Documents/Dev/Luminos/Luminos2018/Library/PackageCache/com.unity.addressables@0.4.6-preview/Runtime/Addressables.cs:271)
    21. 11-01 15:12:39.953 23595 23622 E Unity   : UnityEngine.ResourceManagement.AsyncOperationBase`1:set_OperationException(Exception) (at /Users/florentfalcy/Documents/Dev/Luminos/Luminos2018/Library/PackageCache/com.unity.resourcemanager@2.4.1-preview/Runtime/AsyncOperations/AsyncOperationBase.cs:145)
    22. 11-01 15:12:39.953 23595 23622 E Unity   : UnityEngine.ResourceManagement.GroupOperation`1:OnOperationCompleted(IAsyncOperation`1) (at /Users/florentfalcy/Documents/Dev/Luminos/Luminos2018/Library/PackageCache/com.
     
    Last edited: Nov 1, 2018
  33. HypeVR

    HypeVR

    Joined:
    Aug 28, 2018
    Posts:
    11
    After build iOS player, there's no cachedata.bin file in the build folder, which is causing trouble when I try to update content. Anyone run into this issue?
     
  34. Wawro01

    Wawro01

    Joined:
    Apr 23, 2014
    Posts:
    44
    @unity_bill
    Are you aware of the problem that scene lightmaps gets broken for additive loaded scene. I tried all variants of packing and single/multiple scenes in group and still nothing. For testing project it worked well with
    LoadSceneMode.Single but for my project lightmaps were always with both modes. Unity version 2018.2.12 and 0.4.6 addresables.
     
  35. Wawro01

    Wawro01

    Joined:
    Apr 23, 2014
    Posts:
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    I had the same problem after letting Addresables generate files in AddressableAssetsData. What helped me was replace them with the ones from DemoProject and cleanup it.
     
  36. HypeVR

    HypeVR

    Joined:
    Aug 28, 2018
    Posts:
    11
    I upgrade to 2018.2.14 and then delete the whole AddressableAssetsData folder and copy it from spaceshooter DemoProject, .bin file is still missing.

    If I build from spaceshooter DemoProject, I can see there is addressables_content_state.bin file generated in the build folder, but when I build my own project, there is no .bin file generated.

    Am I missing some setting?
     
  37. arvzg

    arvzg

    Joined:
    Jun 28, 2009
    Posts:
    619
    I'm getting the same problem for Switch
     
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  38. HypeVR

    HypeVR

    Joined:
    Aug 28, 2018
    Posts:
    11
    I figured it out. You have to have a group that has "Static Content" checked and have some addressable assets under that group in order to have .bin file generated in the build.

    I wonder is it supposed to be this way? What if all I have are non-static contents and I want to "Build for content update"?
     
  39. thisisthedave

    thisisthedave

    Joined:
    Dec 2, 2013
    Posts:
    7
    I'm attempting to install the addressables package, but I had to make a code change to fix a compile warning. (At my studio, we have configured our compiler to emit warnings as errors.) I had to comment out this unused field in `ContentUpdateScript.cs`:
    Code (CSharp):
    1.         // Vector2 m_scrollPosition;
    Just FYI, it'd be nice to have this warning fixed in future releases.

    Thanks, -Dave
     
  40. inxidious

    inxidious

    Joined:
    Nov 8, 2013
    Posts:
    22
    I'm having errors on android build when using addressables on a very simple case, loading local asset bundles on streaming assets. Everything is working fine, but it's throwing errors the first time the application run, no errors were thrown on second app launch. Here's the logcat log:
    Code (CSharp):
    1.  
    2. 11-02 14:38:48.400 28561 28596 I Unity   : Using StreamingAssetsPath jar:file:///data/app/com.xxx.zzz-1/base.apk!/assets.
    3. 11-02 14:38:48.400 28561 28596 I Unity   UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    4. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    5.  
    6. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.Logger:LogFormat(LogType, String, Object[])
    7.  
    8. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.Debug:LogFormat(String, Object[])
    9.  
    10. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.AddressableAssets.Addressables:RuntimeInitialization() (at /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.addressables@0.4.6-preview/Runtime/Addressables.cs:269)
    11.  
    12. 11-02 14:38:48.400 28561 28596 I Unity   :
    13.  
    14. 11-02 14:38:48.400 28561 28596 I Unity   : (Filename: /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.addressables@0.4.6-preview/Runtime/Addressables.cs Line: 269)
    15.  
    16. 11-02 14:38:48.400 28561 28596 I Unity   :
    17.  
    18. 11-02 14:38:48.400 28561 28596 I Unity   : Using PersistentDataPath /storage/emulated/0/Android/data/com.xxx.zzz/files.
    19.  
    20. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    21.  
    22. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    23.  
    24. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.Logger:LogFormat(LogType, String, Object[])
    25.  
    26. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.Debug:LogFormat(String, Object[])
    27.  
    28. 11-02 14:38:48.400 28561 28596 I Unity   : UnityEngine.AddressableAssets.Addressables:RuntimeInitialization() (at /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.addressables@0.4.6-preview/Runtime/Addressables.cs:270)
    29.  
    30. 11-02 14:38:48.400 28561 28596 I Unity   :
    31.  
    32. 11-02 14:38:48.400 28561 28596 I Unity   : (Filename: /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.addressables@0.4.6-preview/Runtime/Addressables.cs Line: 270)
    33.  
    34. 11-02 14:38:48.400 28561 28596 I Unity   :
    35.  
    36. 11-02 14:38:48.647 28561 28596 D Unity   : Sensor :        Accelerometer ( 1) ; 0.010000 / 0.01s ; Accelerometer Sensor / HTC Group Ltd.
    37.  
    38. 11-02 14:38:48.649 28561 28596 D Unity   : Choreographer available: Enabling VSYNC timing
    39.  
    40. 11-02 14:38:49.173 28561 28596 E Unity   : Exception: RawDataProvider unable to load from url file:///storage/emulated/0/Android/data/com.xxx.zzz/files/com.unity.addressables/catalog_2018.11.02.07.37.56.hash, result='Generic/unknown HTTP error'.
    41.  
    42. 11-02 14:38:49.173 28561 28596 E Unity   :
    43.  
    44. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    45.  
    46. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine.DebugLogHandler:LogException(Exception, Object)
    47.  
    48. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine.Logger:LogException(Exception, Object)
    49.  
    50. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine.Debug:LogException(Exception)
    51.  
    52. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine.AddressableAssets.Addressables:<RuntimeInitialization>m__0(IAsyncOperation, Exception)
    53.  
    54. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine.ResourceManagement.AsyncOperationBase`1:set_OperationException(Exception) (at /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.resourcemanager@2.4.1-preview/Runtime/AsyncOperations/AsyncOperationBase.cs:145)
    55.  
    56. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine.ResourceManagement.InternalOp`1:ConvertResult(AsyncOperation) (at /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.resourcemanager@2.4.1-preview/Runtime/ResourceProviders/RawDataProvider.cs:77)
    57.  
    58. 11-02 14:38:49.173 28561 28596 E Unity   : UnityEngine
    59.  
    60. 11-02 14:38:49.197 28561 28596 E Unity   : Exception: RawDataProvider unable to load from url file:///storage/emulated/0/Android/data/com.xxx.zzz/files/com.unity.addressables/catalog_2018.11.02.07.37.56.hash, result='Generic/unknown HTTP error'.
    61.  
    62. 11-02 14:38:49.197 28561 28596 E Unity   :
    63.  
    64. 11-02 14:38:49.197 28561 28596 E Unity   : UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    65.  
    66. 11-02 14:38:49.197 28561 28596 E Unity   : UnityEngine.DebugLogHandler:LogException(Exception, Object)
    67.  
    68. 11-02 14:38:49.197 28561 28596 E Unity   : UnityEngine.Logger:LogException(Exception, Object)
    69.  
    70. 11-02 14:38:49.197 28561 28596 E Unity   : UnityEngine.Debug:LogException(Exception)
    71.  
    72. 11-02 14:38:49.197 28561 28596 E Unity   : UnityEngine.AddressableAssets.Addressables:<RuntimeInitialization>m__0(IAsyncOperation, Exception)
    73.  
    74. 11-02 14:38:49.197 28561 28596 E Unity   : UnityEngine.ResourceManagement.AsyncOperationBase`1:set_OperationException(Exception) (at /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.resourcemanager@2.4.1-preview/Runtime/AsyncOperations/AsyncOperationBase.cs:145)
    75.  
    76. 11-02 14:38:49.197 28561 28596 E Unity   : UnityEngine.ResourceManagement.GroupOperation`1:OnOperationCompleted(IAsyncOperation`1) (at /Users/sherson/Library/Unity/cache/packages/packages.unity.com/com.unity.resourcemanager@2.4.1-preview/Runtime/AsyncOperations/AsyncOperationBase.cs:
    77.  
    78. 11-02 14:38:49.928 28561 28596 D Unity   : ANativeWindow: (1080/1920) RequestedResolution: (0/0) RenderingResolution: (0/0) EGLSurface: (1080/1920)
    79.  
    It looked like ResourceManager was trying to load hash file on PersistentDataPath but didn't found the file. But after the first app launch i opened the persistentDataPath directory and found the hash files there.
     
  41. futurlab_peterh

    futurlab_peterh

    Joined:
    Jan 23, 2018
    Posts:
    38

    Yeah it'd be great if all open source code from Unity followed this guideline - they should all compile without any warnings.

    I only set some extra warnings as errors, but it's still a constant source of noise and doubt when investigating problems.
     
  42. Wawro01

    Wawro01

    Joined:
    Apr 23, 2014
    Posts:
    44
    Looks like Unloading of scenes has problem as well, dunno if this is problem just with profiler or general one.
    upload_2018-11-2_15-51-59.png
    Here after scene unload number of instances will stay at one, and it is the same for dependent assets as well.
     
  43. Sashok9203

    Sashok9203

    Joined:
    Jun 3, 2018
    Posts:
    24
    After upgrading to 0.4.6, I have an error:
    UriFormatException: Invalid URI: The hostname could not be parsed.
    What to do?
     
  44. Rotary-Heart

    Rotary-Heart

    Joined:
    Dec 18, 2012
    Posts:
    813
    Is there any reason why when Play Mode Script is set to fast mode the profiler looks like this:
    Capture.PNG

    Instead of this:
    Capture.PNG

    The first one makes it way harder to profile.
     
  45. Sashok9203

    Sashok9203

    Joined:
    Jun 3, 2018
    Posts:
    24
    I had to go back to version 0.3.5 ...
     
  46. arvzg

    arvzg

    Joined:
    Jun 28, 2009
    Posts:
    619
    I had this problem as well, for me the problem was trying to use Addressables.LoadAsset in Awake(), before the addressables system is ready. Do your stuff in Start() instead and it should be fine
     
  47. Sashok9203

    Sashok9203

    Joined:
    Jun 3, 2018
    Posts:
    24
    Thank you very much. And really moved the asset load to OnStartRunning () and the error disappeared. :)
     
  48. Sp0ggy

    Sp0ggy

    Joined:
    Mar 15, 2018
    Posts:
    4
    Pretty new to this, but trying to get my head around Addressables.

    Unity version : 2018.2.14f1
    Addressables system : 0.4.6 preview

    Here's the problem i'm having ( simplest steps I could do )

    > new project
    > create a cube game object in the scene, and add a 3D rigidbody component.
    > make a prefab of the cube object and tick the "Addressable" box in the inspector.
    > add an empty game object to the scene and attach a simple c# script ( as below )

    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.AddressableAssets;
    3.  
    4. public class start : MonoBehaviour
    5. {
    6.  
    7.     private void onLoadDone(UnityEngine.ResourceManagement.IAsyncOperation<GameObject> obj)
    8.     {
    9.         Debug.Log("Loaded " + obj.IsValid);
    10.     }
    11.  
    12.     void Start()
    13.     {
    14.         Addressables.Instantiate<GameObject>("Assets/Cube.prefab").Completed += onLoadDone;
    15.     }
    16. }
    All is fine and displays the two cubes ( grey ) when I run it in Fast Mode and Virtual Mode ( set in the addressable assets window ). However when run in Packed Mode, the loaded cube is now displayed purple. Searching around I think it's related to shaders and it's probably something newb or obvious i'm not understanding. Does anyone have any help on why this happens and what can be done to fix it ?
     
  49. Boegi

    Boegi

    Joined:
    Dec 6, 2014
    Posts:
    19
    Hey Sp0ggy, I started to look into addressables today and I used your "project" as a first test. So I first got an error after changing to "Packed Mode" and hitting play. (Resulting in "Pause")

    Exception: RawDataProvider unable to load from url file:///C:/Users/---hidden---/AppData/LocalLow/DefaultCompany/addressables_test1/com.unity.addressables/catalog_BuildScriptPackedMode.hash, result='Generic/unknown HTTP error'.
    UnityEngine.AsyncOperation:InvokeCompletionEvent()


    But on the second test (Play Button) it worked without any problems. Material is also "gray" like on the first tests... I guess the magic IT troubleshooting wonder function "reboot" might be helpful for you?

    If you are interested in more details (or the project) just PM me... I have the same Unity Setup like mentioned in your post. I followed your description. The only thing I did different was changing the script name to "ScriptMentionedBySpoggy".
     
  50. Sp0ggy

    Sp0ggy

    Joined:
    Mar 15, 2018
    Posts:
    4
    Thank you Boegi,

    I did the reboot to check and even went one step further by cursing it a few times when it was still the same.

    I may have had the very same error on first run, can't remember off hand, I will recreate in a different project to see. I am in the process of converting a project written with ver 5.6 using asset bundles to 2018.2 and decided to try change to addressables. My concern was that after going through it all and making the changes it would not result in a distributable working program. However, I have an update since the last post :

    Making the exe file ( through File -> Build and run ) and running it, results in two grey / gray cubes which is correct and reassures me that things will work as desired in the final exe version, which is the most important one. I'm still curious as to why I get the inconsistency with the Packed mode version.though, but can plod on with more reassurance now.

    Thank you again
     
    Boegi likes this.
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