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Invalid key exception despite asset being in the build?

Discussion in 'Addressables' started by one_one, May 28, 2019.

  1. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    484
    I've tried to load assets via AssetReferences. This works fine in the editor but it fails in builds throwing an InvalidKeyException. I checked whether the references may be at fault, but they appear to use the same runtime keys that work in the editor.
    So, to me it seems that the assets are not properly included in the build. However, I'm not sure how I could further debug in that direction - the only idea I had was to check whether the build contains a corresponding bundle file. This appears to be the case and now I've run out of ideas on how to further debug - any pointers?
     
  2. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    484
    Right, fixed it - the issue was that the bundled asset & asset bundle provider for the group were wrongly specified and weren't initialized as a result.
     
    Kerber996 likes this.