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Bug Asset is not a valid Asset or Scene error when building addreessables after adding string table

Discussion in 'Localization Tools' started by Sangemdoko, Jun 30, 2022.

  1. Sangemdoko

    Sangemdoko

    Joined:
    Dec 15, 2013
    Posts:
    222
    Hi.

    I am using Unity 2020.3.15f2, Localization 1.0.5, and Addressables 1.19.19

    I had issues with my addressables not building in an old project (8 months old) even though I am absolutely sure it worked before.

    So I tried to fix it but no matter what I do I get the same error:
    Code (CSharp):
    1. Asset 'MyAssetPath' is not a valid Asset or Scene.
    I get this for all my localization assets.

    I even deleted all Addressables groups and created a new String Localization table, which automatically populates the Addressable groups. And still I get the same error.

    Doing "Analyze" gives the same error
    Code (CSharp):
    1. ArgumentException: Asset 'MyAssetPath' is not a valid Asset or Scene.
    So I'm not really what to do now.

    EDIT: After further testing it would seem that the issue had to do with the length of the path or the asset name. I was using a very verbose asset name for my table and it was deep in sub folders.
    It would have really helped having a more explicit error message explaining why the asset was not valid.
     
  2. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,297
    This sounds like a Windows path length issue. Unfortunately there's not a lot we can do about it from our side.