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[bugs]Some bugs about load secondary asset as AnimationClip

Discussion in 'Addressables' started by Personuo, Apr 5, 2020.

  1. Personuo

    Personuo

    Joined:
    Mar 19, 2014
    Posts:
    129
    Addressable There is a big problem with load secondary asset for example .AnimationClip
    When I use Addressables.LoadAssetAsync<GameObject>(fbx path).I can get gameobject.
    but when I use Addressables.LoadAssetAsync<AnimationClip>(fbx path[clip name]) .I get a error.
    and when I use Addressables.LoadAssetAsync<Ilist<AnimationClip>>(fbx path),I get error too.

    Later, I found out that it was because my fbx file was placed in addressable catalogs through a folder under
    I dragged this fbx file out of the folder in the addressable groups as a separate Asset, and loaded AnimationClip successfully

    And last ask, when I set maya fbx file to a label ,and I want to load every animation clip in every fbx.
    How can I do?
     
  2. Personuo

    Personuo

    Joined:
    Mar 19, 2014
    Posts:
    129
    Does anyone hear me?
     
  3. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,816
    Hey there, @Dr-Persona. I'll flag this for the team to have a look. Which version of the editor and Addressables are you using?
     
  4. Personuo

    Personuo

    Joined:
    Mar 19, 2014
    Posts:
    129
    I use unity 2019.3.6
    addressable 1.7.6
     
  5. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,816