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[Addressables v1.7.4] Can not update remote content

Discussion in 'Addressables' started by vincentc_unity, Mar 27, 2020.

  1. vincentc_unity

    vincentc_unity

    Joined:
    Mar 9, 2020
    Posts:
    14
    Hi.

    I am using Unity 2019.2.21f1 on windows 10, uploading content to google cloud platform with remote catalog, but unfortunately the asset bundle can not be updated.

    1. Import addressables v1.7.4 to an empty project, create a prefab as addressable.
    2. Set the correct remote url, use existing build
    3. Build the asset with Default build script
    4. Upload the ServerData to google cloud
    5. Play and load the addressable using AssetReference.InstantiateAsync(), it's working
    6. Modify the addressable prefab
    7. Build using update a previous content, select the windows addressables_content_state.bin file to build
    8. Upload the updated ServerData to google cloud
    9. Play and load the addressable using AssetReference.InstantiateAsync(), it's still the old asset

    Solution: Please use Amazon S3
     
    Last edited: Apr 7, 2020
    BlasterDm likes this.
  2. elijad

    elijad

    Joined:
    Mar 19, 2020
    Posts:
    46
    Having the same issue here. None of the answers on other threads seem to help.
     
    BlasterDm likes this.
  3. vincentc_unity

    vincentc_unity

    Joined:
    Mar 9, 2020
    Posts:
    14
    I think this is a bug in Addressables, my bug reports having no response so I decided to post in the forum. I don't even know if the QA team is supporting issues with Addressables.
    If anyone else having the same issue please raise your voice up
     
    Last edited: Mar 30, 2020
  4. elijad

    elijad

    Joined:
    Mar 19, 2020
    Posts:
    46
    So after trying to fix it for hours, i just gave up and went about doing other stuff just to come back later and find that my build actually did update. Tried it once again and it does work, but there's a delay between me uploading a new version and my build being able to pick it up. Odd, considering there was no delay when uploading the very first bundle.

    Don't know whether this is an issue with google cloud or the addressable system. Might look at the source code later to figure it out.
     
  5. vincentc_unity

    vincentc_unity

    Joined:
    Mar 9, 2020
    Posts:
    14
    Our team is using addressable in production, I saw this package is out of beta for long time but at the end we still facing so many problem, we will need to use Cloud build at the end so it's not an option for us to modify the source code.

    I saw the new release v1.7.5 only have 1 bug fix, which means the package should be relatively stable, it will be great if the internal team can take some time to help on these issues.
     
    Last edited: Apr 1, 2020
  6. CanisLupus

    CanisLupus

    Joined:
    Jul 29, 2013
    Posts:
    427
    It's possible that the the app is still somehow using the Addressables cache instead of the new remote version. This thread seems to have a similar problem, where GetDownloadSizeAsync returns 0 (it should return 0 for cached assets), but if the remote is updated it shouldn't.

    Meanwhile, I agree that issues still need to be fixed. 1.7.5 has a single fix because it fixed a critical bug in 1.7.4 that caused it to be essentially unusable (for some people).

    I have compiled a list of issues that I found by trying to use addressables for our specific case (downloadable songs in a rhythmic game), just in about 3 days. :p

    We did implement a system like this for one of our apps using just asset bundles, before addressables were a thing, and at this point I'm thinking of implementing an improved version of that from scratch instead of using Addressables.
     
  7. vincentc_unity

    vincentc_unity

    Joined:
    Mar 9, 2020
    Posts:
    14
    Yes you are right, I have another post about the Cache not working properly. Currently we don't really knows the bug is a caching issue or catalog resolving issue
     
  8. CanisLupus

    CanisLupus

    Joined:
    Jul 29, 2013
    Posts:
    427
    Yeah, there seem to be a couple of important issues with cache + remote catalogs. I guess only the Unity team knows what is happening exactly.
     
  9. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,799
    The team is making a ticket to take a look at this.
     
    BlasterDm likes this.
  10. BlasterDm

    BlasterDm

    Joined:
    Aug 28, 2018
    Posts:
    6
    Oh, god, finally found the person with a similar problem. We are starting new project and my task is to investigate the best solution to download assets from google cloud at runtime with the possibility to update assets without rebuild. Spent over a week trying to fix this bug thinking it was my fault somewhere. Everything happens exactly as you describe here. Looking forward to fixing.
     
  11. vincentc_unity

    vincentc_unity

    Joined:
    Mar 9, 2020
    Posts:
    14
    Good news guys, I had found the fix, please switch to Amazon S3.

    Unfortunately google cloud is doing some crazy caching, you don't know which version of data you are downloading and I have no idea how to have control on it, addressables works perfectly fine on this issue.
     
    alf16d and davidla_unity like this.