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Feedback Game is broken

Discussion in 'Addressables' started by faolad, Jun 7, 2019.

  1. faolad

    faolad

    Joined:
    Jan 27, 2013
    Posts:
    118
    First of all, all seems good on Unity. playing the scene on virtual mode no issues at all.

    But when testing on IOS I Keep getting null references and fatal errors mostly related to
    UnhandledExceptionHandler and all 3d animation don't work.
    __________________________________________________________
    I want to make simple things work at first then move from there, so here is the (simple) set up I used:

    - I have every scene as addressable. and all the Duplicate Assets with them. All in the Local Group.
    - I use Addressables.LoadSceneAsync() to load the scenes.
    - I use Addressables.LoadAssetAsync to load the playable character.
    __________________________________________________________

    In some scenes, I still use the Object.Instantiate and it works great. So we can still use this for static objects ?!
     
  2. CharBodman

    CharBodman

    Joined:
    Sep 20, 2018
    Posts:
    36
    The 3d animations probably don't work due to having `Strip Engine Code` on.

    The problem is that your game doesn't think you're using 3D animations, as all of the 3d animations are in the asset bundles, so it removes necessary engine code.

    I believe this is known in the change log as an issue. There are ways to prevent this from happening through using link.xml and preserving specific parts of the assembly. (although I personally have not gotten this to work) .

    Another way to fix it is to include at least one 3d animation into the build outside of Addressables.
     
  3. faolad

    faolad

    Joined:
    Jan 27, 2013
    Posts:
    118
    I manage to make them work including a script referencing Animator in a scene out of the Addressables. I can't make work the StateMachineBehaviour doe. Still, get null reference exception errors