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Resolved I'm in editor, with "Use Asset Database (fastest)" play mode script selected, but Unity uses bundles

Discussion in 'Addressables' started by BinaryEclipse, Apr 7, 2021.

  1. BinaryEclipse

    BinaryEclipse

    Joined:
    Sep 1, 2016
    Posts:
    43
    The main errors are:

    Exception encountered in operation Resource<ResourceManagerRuntimeData>(settings.json), status=Failed, result= : Invalid path in TextDataProvider : 'Library/com.unity.addressables/aa/Windows/settings.json'.
    UnityEngine.AddressableAssets.Addressables:LoadAssetsAsync<UnityEngine.GameObject> (object,System.Action`1<UnityEngine.GameObject>)

    and


    RuntimeData is null. Please ensure you have built the correct Player Content.
    UnityEngine.AddressableAssets.Addressables:LoadAssetsAsync<UnityEngine.GameObject> (object,System.Action`1<UnityEngine.GameObject>)

    I've been using Addressables for a while and never had this issue. I'm not sure what other setting could be causing this. I even set the default play mode script to "Use Asset Database (fastest)" for sanity. I seem to be out of options. Any advice would be appreciated!
     
  2. BinaryEclipse

    BinaryEclipse

    Joined:
    Sep 1, 2016
    Posts:
    43
    I should specify that I had some bundles built and saw that the spawned prefabs were out of date with respect to the most recent iteration of the prefab. After testing a bunch of stuff, I deleted by bundles and now I get those errors.
     
  3. BinaryEclipse

    BinaryEclipse

    Joined:
    Sep 1, 2016
    Posts:
    43
    The problem was resolved by deleting the streaming assets folder