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 ?!
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.
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