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If there is no static content setting, unity won't generate addressables_content_state.bin

Discussion in 'Addressables' started by gyx920820, Nov 18, 2018.

  1. gyx920820

    gyx920820

    Joined:
    Oct 8, 2015
    Posts:
    35
    If there is no static content setting, unity won't generate addressables_content_state.bin.
    So it's not possible to build for content update.

    When I set the default local group's content update group schema's static content to true, unity can build the state.bin. Then I modify asset in non-static group. Build for content update. It works properly.

    Maybe it's a bug?
    addressable system v 0.4.8
     
  2. rachelgarza

    rachelgarza

    Unity Technologies

    Joined:
    Jun 6, 2017
    Posts:
    29
    Hello!

    Yeah, that's a known issue we're working on currently. We're hoping to get a fix in for it soon!
     
    MNNoxMortem likes this.
  3. gyx920820

    gyx920820

    Joined:
    Oct 8, 2015
    Posts:
    35
    Thank you. Looking forward to the patch
     
  4. fujindevil

    fujindevil

    Joined:
    Oct 3, 2012
    Posts:
    71
    Any update on this issue? The .bin file is not generated for me
     
  5. norbertdump

    norbertdump

    Joined:
    Sep 27, 2018
    Posts:
    4
    hi i would also love to have a cachedata.bin . cant find it even after setting some content as static.
    edit: i just watched this video:
    and did the build exacly like this guy (set to windows, my default local group was set to "static". still i don't get any assetbundlecache info bin file, does this work for anyone? what have i done wrong?

    edit2: found the file, seems its now named: addressables_content_state.bin and its in the folder Assets/AdressableAssetsData/platformname (platform name would be Android or iOS or windows standalone...)
     
    Last edited: May 22, 2019