Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Multiple Profiles....

Discussion in 'Addressables' started by JackAt360XR, Nov 7, 2022.

  1. JackAt360XR

    JackAt360XR

    Joined:
    Apr 16, 2021
    Posts:
    19
    I have a large app and have multiple profiles / catalogs.

    Basically the app is a shell for AR expereinces for museums.
    When I add a new museum I create a new profile and contain content in addressable bundles for each scene at that museum.

    Then at runtime I say "Oh you are at that museum load that catalog"
    And call Addressables.LoadContentCatalogAsync(_ActiveSite.Configuration.CatalogURL);

    Here is the thing sometimes some of the textures don't get loaded or displayed correctly.
    But the majority do.

    Then I rebuild redeploy it works.

    But I am sensing there is a some contention.

    I am SIte a building deploying that profile/catalog
    set the include for the various assets.
    all ok

    Go to site B building deploying that profile/catalog all
    set the include for the various assets.
    ok

    Then go back to site A and run some stuff missing.

    Thoughts?

    Am I doing this wrong?

    One thought I have is by unchecking the include in Build for the group.
    That somehow the binary gets confused?

    I had originally used this so that I only build Bundles for the current catalog.
    And thought in onliy impacted the "Addressable Build" main "APK Build"

    WOuld appreciate feedback.
     
  2. JackAt360XR

    JackAt360XR

    Joined:
    Apr 16, 2021
    Posts:
    19
    It was actually the shaders were the problem.

    Here is my fix.

    My app is used at various museums. I have multiple catalogs (one for each museum) I load content for that catalog programaitically depending on where the user is at.

    Ran into an issue where some shaders were consistently missing. Odd thing was, behaviour changed depending on what profile was set as default in Addressables.

    Tried making shaders part of a resource material. Tried forcing inclusion in settings. No lukc.

    What I did is place small cubes in one scene from each catalogue that used the missing shaders. Brute force now everyone is dependent on those shaders and it just works.

    Not sure if that is a bug or a feature.