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Bug Content update workflow Error,version1.19.4

Discussion in 'Addressables' started by Tomas99912, Sep 10, 2021.

  1. Tomas99912

    Tomas99912

    Joined:
    Aug 2, 2017
    Posts:
    48
    when i update content for static content,at document

    If you do distribute content via CDN, continued iteration involves more steps. I will refer to the player built in step 3 above as "PlayerBuild1". Steps continue as follows:

    1. Optionally trigger Check for Content Update Restrictions (see Identifying changed assets below).
    2. Trigger a content update build via Update a Previous Build (see Building for content updates below).
    The Error like this
    RemoteProviderException : Invalid path in AssetBundleProvider: ''.

    Is asset with label must make update content include all others in label?
     

    Attached Files:

    Last edited: Sep 10, 2021
  2. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,799
    Thanks for flagging. Do you encounter this same error on previous versions of the package when following the same workflow?
     
  3. Tomas99912

    Tomas99912

    Joined:
    Aug 2, 2017
    Posts:
    48
    my code like this:
    //init
    yield return Addressables.InitializeAsync();

    //check catalog
    var checkOp = Addressables.CheckForCatalogUpdates(false);
    yield return checkOp;
    if (checkOp.Result.Count > 0)
    {
    Debug.LogError("update!");
    //download catalog
    var updateOp = Addressables.UpdateCatalogs(checkOp.Result, false);
    yield return updateOp;
    Addressables.Release(updateOp);
    }
    Addressables.Release(checkOp);

    //get all res
    IEnumerable<object> keys = null;
    foreach (var rl in Addressables.ResourceLocators)
    {
    if (keys == null)
    {
    keys = rl.Keys;
    }
    else
    {
    keys.Concat(rl.Keys);
    }
    }

    //check content update size
    foreach (var key in keys)
    {
    Addressables.ClearDependencyCacheAsync(key);
    var sizeOp = Addressables.GetDownloadSizeAsync(key);
    yield return sizeOp;
    if (sizeOp.Result > 0)
    {
    Debug.LogError($"has new {key} dowloadsize:{sizeOp.Result}");
    //download

    var downloadOp = Addressables.DownloadDependenciesAsync(key);
    while (!downloadOp.IsDone)
    {
    Debug.LogError($"precent:{downloadOp.PercentComplete}");
    yield return downloadOp;
    }
    Addressables.Release(downloadOp);
    Debug.LogError("finish!");
    }
    }

    And all my group and builds in Upload image

    And if I only edit .txt file, then will not happen this
     

    Attached Files:

  4. Tomas99912

    Tomas99912

    Joined:
    Aug 2, 2017
    Posts:
    48
    and all bundle data has down load success in user data folder
     

    Attached Files:

  5. Tomas99912

    Tomas99912

    Joined:
    Aug 2, 2017
    Posts:
    48
    i load a label then location`s Data is null
     

    Attached Files:

  6. Tomas99912

    Tomas99912

    Joined:
    Aug 2, 2017
    Posts:
    48
    it seems catalog.json has problem
     

    Attached Files:

  7. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,799
    Gotcha. I'll flag with the team for some guidance.
     
  8. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    736
    Hey, thanks for the information. I'm unaware of any changes that went into content update in the last release but I'll check this out. If you don't mind filing a bug with Unity as well so we can get a record of your issue and your reproducible project, I'd appreciate that.