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Build path modification can not been saved properly

Discussion in 'Addressables' started by Bin-Wang, Nov 29, 2019.

  1. Bin-Wang

    Bin-Wang

    Joined:
    Jun 16, 2015
    Posts:
    3
    In Addressables Groups dialog, I choose a asset group, and then in inpector panel , change Build Path from LocalBuildPath to RemoteBuildPath, Ctrl+S save, and then close unity. Open this project again, the setting will return to localbuildpath agagin.......
     
  2. Bin-Wang

    Bin-Wang

    Joined:
    Jun 16, 2015
    Posts:
    3
    My unity version is 2018.4.13f1, and my Addressable package version is 1.40
     
  3. Redtail87

    Redtail87

    Joined:
    Jul 17, 2013
    Posts:
    79
    I have the same problem with 2019, a hack fix for now is to set the related schema scriptable object to dirty,

    I use this script:

    Code (CSharp):
    1. using UnityEditor;
    2. using UnityEngine;
    3.  
    4. public static class SetDirtyUtility
    5. {
    6.     [MenuItem("Assets/Set Dirty")]
    7.     public static void SetDirty()
    8.     {
    9.         foreach(var obj in Selection.objects)
    10.         {
    11.             EditorUtility.SetDirty(obj);
    12.             Debug.Log("set dirty: " + obj);
    13.         }
    14.     }
    15. }
    and I select all of the objects under
    AddressableAssetsData/AssetGroups/Scemas
    and right click -> Set Dirty
     
  4. Bin-Wang

    Bin-Wang

    Joined:
    Jun 16, 2015
    Posts:
    3
    Thanks for your answer , it's work fine :) ,Thanks!
     
    Redtail87 likes this.
  5. DavidUnity3d

    DavidUnity3d

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    130
    Hm.. I actually thought we had a fix for this already. Maybe it's slated for 1.4.1. I'll have to double check. Sorry for the inconvenience on that. If there's not been a fix already I'll be sure to get an issue created.
     
    Redtail87 likes this.