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Building For Content Update Not Working

Discussion in 'Addressables' started by DevCase3DUnity, May 20, 2019.

  1. DevCase3DUnity

    DevCase3DUnity

    Joined:
    May 20, 2019
    Posts:
    10
    I built a sample project in Unity 2019.3.0a2 and AS 0.8.6.

    My profile:
    capture 1.PNG

    My Adressables :
    Capture.PNG

    Default Local Group is marked as static
    Both local and remote groups have Use Asset Bundle Cache turned off.
    A Hosting service is added and enabled

    In the scene theres just one empty object with this behaviour:
    capture 2.PNG
    this.more is just a "More" label.

    I build the player:
    capture 3.PNG
    Then I Build Player Content :
    capture 4.PNG
    I run the app and my output is 2x "AloBrateMoi"

    Then i add another remote cube:


    I do a Build for Content update with this file:


    Then my Data is like this:


    When i run the app the output is the same :(, there should be one more loge since there is one more asset with "More" tag.

    What am i missing here?
     
    Last edited: May 20, 2019
  2. DevCase3DUnity

    DevCase3DUnity

    Joined:
    May 20, 2019
    Posts:
    10
    I looks like i found myself a solution to this. When it asks me for the .bin file i don't give him the one in Assets/AddressableAssetsData/Windows but rather i give him the one in Library\com.unity.addressables\StreamingAssetsCopy\Windows and it now works ^^
     
    mathandlove likes this.