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Feedback New file type checks in 1.15.1 break important scenarios

Discussion in 'Addressables' started by ImpossibleRobert, Aug 28, 2020.

  1. ImpossibleRobert

    ImpossibleRobert

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    Oct 10, 2013
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    511
    Hi,

    I just upgraded to 1.15.1 and now my build breaks. Here is why: I mark whole folders as addressables and package these individually (each folder corresponds to a "world" in my game). In these folders I store files for level generation from third party tools and automatically convert these files to JSONs which I put next to them.

    Now in the new update, the third party files are not ignored anymore but actually break the build. How can I tell the addressables system to simply ignore unsupported files? Forcing my users to suddenly use two separate folder constructs just because of this will be impossible to sell after everything worked so smoothly up until now.

    Please help (@DavidUnity3d?) to provide an option to simply ignore unsupported file types. They should definitely not fail the build. Or if there is such an option already, I am all ears :)
     
  2. ImpossibleRobert

    ImpossibleRobert

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    I'll ping @TreyK-47 as well to make sure this gets noticed :)
     
  3. ImpossibleRobert

    ImpossibleRobert

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    I just tried 1.16.1 and this is still happening. I am really desperate as this is a complete blocker for me to upgrade. Is there any way to get around this check and have the addressables system simply ignore unrecognized file types as it did before instead of throwing an error? @DavidUnity3d?
     
  4. Shaunyowns

    Shaunyowns

    Unity Technologies

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    ImpossibleRobert likes this.
  5. magmagma

    magmagma

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    I know what you mean...
    We had a few placeholder files in empty folders in the project (empty text files called "empty" with no extension, generated by a powershell script).
    This change also came as a bit of an annoying surprise.
    Luckily for us, the number of files was not that terrible so we just changed all those files to be called "empty.txt" so that Unity doesn't make a fuzz about them and now it works, so it was not that big of a problem. But I guess not everybody might be in a position to do that.

    (We did have to downgrade afterwards anyway because of the other issue with not being able to call load more than once, but that is a different topic)
     
  6. ImpossibleRobert

    ImpossibleRobert

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    Yes, I was also contemplating moving out the files but it would be a HUGE undertaking and make life much more difficult for my users and, simply ignoring the files would be such an easy fix. In 1.14.2 it neatly states "ignoring unsupported...." and all is good.
     
  7. davidla_unity

    davidla_unity

    Unity Technologies

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    This sounds familiar... Let me see what I can find out.
     
  8. davidla_unity

    davidla_unity

    Unity Technologies

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    So, it looks like we've been discussing this and have decided to put in a toggle to turn these checks on and off. I can't give an ETA but I imagine it'll be fairly quick since this should be pretty straightforward for us to do.
     
    ImpossibleRobert likes this.
  9. Peter77

    Peter77

    QA Jesus

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    How about to implement include/exclude wildcards rather than an all on/off toggle? This would allow us to precisely include what we want.

    For example:
    include = *.*
    exclude = *.tmp;*/LightingData.asset

    This would include all files, except *.tmp and LightingData.asset files.

    To me this seems to be a more useful option than just being able to globally turning this whole feature on or off.

    It would even solve this issue for me (hopefully):
    https://forum.unity.com/threads/how-to-restrict-asset-to-specific-type-in-folder.845350/
     
    dKleinTriCAT likes this.
  10. ImpossibleRobert

    ImpossibleRobert

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    This is great! Thanks. Hope you can somehow fast-track this feature as I am all-in with addressables.
     
  11. davidla_unity

    davidla_unity

    Unity Technologies

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    @ImpossibleRobert This should be implemented in SBP when Addressables 1.16.2+ comes out. (I forget the exact SBP version but they'll get released together). Look for it sometime this week.

    @Peter77 Interesting idea. The toggle has already been implemented so it'll be what we have for the time being but that might be a good feature to add and replace the toggle in the future.
     
    ImpossibleRobert and Peter77 like this.
  12. ImpossibleRobert

    ImpossibleRobert

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    Hi @DavidUnity3d,

    I now tried the 1.16.6 and it indeed has a setting for ignoring invalid files! Great! What I could not figure out though is: how do I set this via script which is my main use case? It seems that the ProjectConfigData class is not public and therefore cannot be accessed. Is this an oversight or intentional?