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Loading RuntimeAnimatorController with Addressables

Discussion in 'Addressables' started by Konstantin_Playtino, Nov 12, 2019.

  1. Konstantin_Playtino

    Konstantin_Playtino

    Joined:
    May 2, 2019
    Posts:
    7
    Hello, I am loading a RuntimeAnimatorController with Addressables. On Editor it works fine, on Android I get a UnityEngine.AddressableAssets.InvalidKeyException. I tried using different keys, the name of the asset, the runtimekey, but none of them worked on Android. Is it even possible to load an RuntimeAnimatorController ?
     
  2. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    736
    To my knowledge that shouldn't be an issue. Sounds like a bug. Would you mind filing a bug with Unity and posting the case number here? If you have a sample project you can submit with the bug that helps a lot too. Thank you
     
  3. rg_johnokane

    rg_johnokane

    Joined:
    Oct 10, 2018
    Posts:
    11
  4. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    736
    @rg_johnokane I wasn't aware of that thread. Your suggestion is exactly what I thought would need to be added. Thanks for posting that.
     
  5. rg_johnokane

    rg_johnokane

    Joined:
    Oct 10, 2018
    Posts:
    11
    I'm not sure if it still applies, but it's a fix I keep adding to my local package as I upgrade. Also, the behaviour in general around that code does look a little odd - but I've not looked closer since.
     
  6. Konstantin_Playtino

    Konstantin_Playtino

    Joined:
    May 2, 2019
    Posts:
    7
  7. jtaylorInfinityPlusTwo

    jtaylorInfinityPlusTwo

    Joined:
    Jun 9, 2016
    Posts:
    15
    I've also been having this issue, and following @rg_johnokane's suggestion in the linked thread fixed it. Also submitted a bug report, Case 1198461.
     
    bagelbaker and davidla_unity like this.