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Addressables - Initialization Failed

Discussion in 'Addressables' started by JakHussain, Oct 5, 2018.

  1. JakHussain

    JakHussain

    Joined:
    Oct 20, 2016
    Posts:
    318
    Hi guys,

    I'm running unity 2018.2.10 and addressables 0.3.5-preview. I'm getting a warning when running on packed play mode that says:

    Addressables - initialization failed.
    UnityEngine.AsyncOperation:InvokeCompletionEvent()

    My addressables code works perfectly fine without any warning in the other two modes. The strangest thing is that I can even remove all my code in the scene and the warning will still appear on start. This is even after clearing my cache using each of the 3 clean options or even trying to call initialise myself before anything else.

    Any ideas? Or is this a bug I need to submit?
     
  2. PaulBurslem

    PaulBurslem

    Unity Technologies

    Joined:
    Oct 7, 2016
    Posts:
    79
    Hi, can you submit a bug report and/or post your log file? Thanks.
     
  3. knayam

    knayam

    Joined:
    Sep 23, 2016
    Posts:
    1
    @PaulBurslem I am running into the same issue with Unity 2018.2.1f1 and 0.3.5-preview
    Editor console only shows this error (even if i start an empty scene) in packed play mode and the same is reproduced on Android build (which was my target platform for this setup)

    Addressables - initialization failed.
    UnityEngine.AsyncOperation:InvokeCompletionEvent()

    Project zip attached
     

    Attached Files:

  4. PaulBurslem

    PaulBurslem

    Unity Technologies

    Joined:
    Oct 7, 2016
    Posts:
    79
    It appears that your asset group settings are incorrect. Select each group in the addressables window and you can modifify the setting in the inspector. You need to make sure your BuildPath is set to LocaBuildPath (from the dropdown) and LoadPath is set to LocalLoadPath. If you are running a web server (on your dev machine) you can change these to the remote versions.
     
  5. JakHussain

    JakHussain

    Joined:
    Oct 20, 2016
    Posts:
    318
    @PaulBurslem Thanks for your response. Are addressables not yet intended to work for remote paths that are not on a local server? I am hosting a live web server and have copied the resulting addressables files and folder from the build to the server. The profile scriptable object had its remote load path changed to my server and the group's load path was changed to remote load path.

    Everything works fine when loading from the default local load path but my custom remote load path seems to be where it fails. I've even tried changing the path from using https to just http.

    I've attached my log file as requested:
     

    Attached Files:

  6. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Please try your project again on 0.4.6 and if it still has a problem, you can re-post the zip here, or perhaps just start with a screenshot of your group settings. I don't think we've fixed anything in 0.4.6 that would address your issue, but as our data has changed a lot, it'd be easier to chase down if you post an update.