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Scene couldn't be loaded (AssetBundle has not been loaded) (1.2.2)

Discussion in 'Addressables' started by JL_Tech_BBW, Sep 11, 2019.

  1. JL_Tech_BBW

    JL_Tech_BBW

    Joined:
    Jun 22, 2017
    Posts:
    32
    Hello,

    I am stuck with a scene loading problem.

    I have a special project with just my assets and scenes that are in a custom Unity Package (Package Manager)
    and my main project that load these assets and scenes through the Addressable system.

    One strange thing is that the assets and scenes that are in the Package subfolder in the Unity Project inspector does not have the "Addressable" checkbox. Why ?

    So the loading and instantiation is working fine for the assets (Prefabs) but not working when I try to load an additive scene with the
    Code (CSharp):
    1. Addressables.LoadSceneAsync("SceneName", LoadSceneMode.Additive)
    Before loading anything I use the download dependencies method to preload all my asset bundles.
    And I can see each directory and files for each Addressable Group in the asset bundle cache location directory.
    So they are well downloaded.

    I have this error :
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.ResourceManagement.ResourceProviders.SceneProvider+SceneOp.InternalLoadScene (UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation location, System.Boolean loadingFromBundle, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/ResourceManager/ResourceProviders/SceneProvider.cs:67)
    3. UnityEngine.ResourceManagement.ResourceProviders.SceneProvider+SceneOp.Execute () (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/ResourceManager/ResourceProviders/SceneProvider.cs:60)
    4. UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:394)
    5. UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Start (UnityEngine.ResourceManagement.ResourceManager rm, UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle dependency, DelegateList`1[T] updateCallbacks) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:388)
    6. UnityEngine.ResourceManagement.ResourceManager.StartOperation[TObject] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject] operation, UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle dependency) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/ResourceManager/ResourceManager.cs:390)
    7. UnityEngine.ResourceManagement.ResourceProviders.SceneProvider.ProvideScene (UnityEngine.ResourceManagement.ResourceManager resourceManager, UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation location, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/ResourceManager/ResourceProviders/SceneProvider.cs:164)
    8. UnityEngine.ResourceManagement.ResourceManager.ProvideScene (UnityEngine.ResourceManagement.ResourceProviders.ISceneProvider sceneProvider, UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation location, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/ResourceManager/ResourceManager.cs:685)
    9. UnityEngine.AddressableAssets.AddressablesImpl.LoadSceneAsync (UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation location, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/AddressablesImpl.cs:777)
    10. UnityEngine.AddressableAssets.AddressablesImpl.LoadSceneAsync (System.Object key, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/AddressablesImpl.cs:772)
    11. UnityEngine.AddressableAssets.Addressables.LoadSceneAsync (System.Object key, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) (at Library/PackageCache/com.unity.addressables@1.2.2/Runtime/Addressables.cs:765)
    12. BrandSpace.Modules.GameSession.GameSessionManager.InstantiateObject (BigBadWolf.BrandSpace.DataManagement.Models.DataModel_Asset asset) (at Assets/BBW_Project/Modules/GameSessionSystem/Scripts/GameSessionManager.cs:125)
    13. BrandSpace.UI.Controllers.Controller_UpdateServerSession+<EnterState>d__0.MoveNext () (at Assets/BBW_Project/GUI/Scripts/Windows64/Controller/02_GameSession/Controller_UpdateServerSession.cs:29)
    14. BBW.CorePlugin.FiniteStateMachine.MoveNonNull (System.Collections.Generic.Stack`1[T] actionStack) (at <bca90c249fb84a50a7c84c390e1d04ea>:0)
    15. BBW.CorePlugin.FiniteStateMachine.Update () (at <bca90c249fb84a50a7c84c390e1d04ea>:0)
    Edit : The value returned by the InternalLoad method in the SceneProvider.cs file is null.
     
    Last edited: Sep 11, 2019
    goldcloud144 likes this.
  2. JL_Tech_BBW

    JL_Tech_BBW

    Joined:
    Jun 22, 2017
    Posts:
    32
    I found that if the scene is not in a package but in the main "Assets" hierarchy, it is working fine.
    So this is definitively a problem with the UPM.
     
    unity_bill and pahe4retro like this.
  3. RecursiveFrog

    RecursiveFrog

    Joined:
    Mar 7, 2011
    Posts:
    350
    Oof! That sounds bad. Is this a regression or has it always been this way?

    My project has UPM assets that are marked addressable but none of them are scenes... just prefabs, shaders, and the like.

    Are you able to make non-scene objects in your unity package addressable, @JL_Tech_BBW ?
     
  4. JL_Tech_BBW

    JL_Tech_BBW

    Joined:
    Jun 22, 2017
    Posts:
    32
    It is working fine with my prefabs that are in the package.
    So it is maybe just a problem with scenes. (But maybe with other kinds of objects.)
     
  5. jason_skillman

    jason_skillman

    Joined:
    Feb 1, 2020
    Posts:
    11
    Hey, I have run into the exact same problem when loading a scene with addressables. I am getting a "AssetBundle has not been loaded" error and I need to resolve this. Has this problem been solved? Addressables versions 1.7.4
     
    maribweiss likes this.
  6. jipsen

    jipsen

    Joined:
    May 22, 2018
    Posts:
    37
    +1 for same problem...
     
    PCMRS likes this.
  7. tencnivel

    tencnivel

    Joined:
    Sep 26, 2017
    Posts:
    39
    same for me when running on the iOS device (it's working fine on Android and in the editor).

    "Scene 'Assets/MyScene.unity' couldn't be loaded because it has not been added to the build of the asset bundle has not been loaded. To add a scene to the build settings use the menu File -> Build Settings..."

    I don't know it that's a beginning of a hint but the addressable name of the scene is 'MyScene' not 'Assets/MyScene.unity'

    I use unity 2020.1.2f1 and Addressables 1.13.1
     
    Last edited: Aug 15, 2020
  8. Cec

    Cec

    Joined:
    Apr 7, 2014
    Posts:
    92
    +1 Same issue for me with Unity 2020.1.16f1 (WebGL) + Addressable 1.16.15
     
    merend likes this.
  9. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,796
    Let me see if I can chase down some insight from the team.
     
  10. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,796
    This one has perplexed the team. Could y'all file a bug report for us?
     
    QuestionsBrown likes this.
  11. Tochicopol

    Tochicopol

    Joined:
    Jun 19, 2018
    Posts:
    2
    I have the same problem. This is a bug report.
    Please resolve it as soon as possible.


    unity 2020.1.16f1,
    Addressable 1.16.15
    platform : android, standardalone


    Scene 'AdditiveScene.unity' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
    To add a scene to the build settings use the menu File->Build Settings...
    UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass55_0:<add_CompletedTypeless>b__0(AsyncOperationHandle`1)
    DelegateList`1:Invoke(AsyncOperationHandle`1) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/Util/DelegateList.cs:69)
    UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass55_0:<add_CompletedTypeless>b__0(AsyncOperationHandle`1)
    DelegateList`1:Invoke(AsyncOperationHandle`1) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/Util/DelegateList.cs:69)
    UnityEngine.AsyncOperation:InvokeCompletionEvent()


    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.ResourceManagement.ResourceProviders.SceneProvider+SceneOp.InternalLoadScene (UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation location, System.Boolean loadingFromBundle, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/ResourceProviders/SceneProvider.cs:78)
    UnityEngine.ResourceManagement.ResourceProviders.SceneProvider+SceneOp.Execute () (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/ResourceProviders/SceneProvider.cs:68)
    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:466)
    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].<.ctor>b__34_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle o) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:118)
    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass55_0[TObject].<add_CompletedTypeless>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/AsyncOperations/AsyncOperationBase.cs:309)
    DelegateList`1[T].Invoke (T res) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/Util/DelegateList.cs:69)
    UnityEngine.Debug:LogException(Exception)
    DelegateList`1:Invoke(AsyncOperationHandle`1) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/Util/DelegateList.cs:73)
    UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass55_0:<add_CompletedTypeless>b__0(AsyncOperationHandle`1)
    DelegateList`1:Invoke(AsyncOperationHandle`1) (at Library/PackageCache/com.unity.addressables@1.16.15/Runtime/ResourceManager/Util/DelegateList.cs:69)
    UnityEngine.AsyncOperation:InvokeCompletionEvent()
     
  12. Tochicopol

    Tochicopol

    Joined:
    Jun 19, 2018
    Posts:
    2
    I found a solution!!
    Setting "Internal Id Naming Mode" to "Filename" in the AddressableAssetGroup option will result in an error.
    We have confirmed that changing to "FullPath" solves the error.

    I hope this helps~
     
  13. DoggieMeme

    DoggieMeme

    Joined:
    Nov 1, 2020
    Posts:
    6
    Another solution i found
    Code (CSharp):
    1. SceneManager.LoadScene(SceneManagement.GetActiveScene().buildIndex+1)
     
    josuebrizuelaxp_unity likes this.
  14. paulo_renan

    paulo_renan

    Joined:
    Jan 4, 2020
    Posts:
    2
    Yeah, I don't speak for the Unity team, but as a long time user I think it's fair to say, the addressables system is under heavy development at the moment (has been for over a year, reasonably, it's quite a big task).
    It's officially released, but imho still unstable around the edges.

    This thread is a prime example of a small option that doesn't always work as intended.
    They refactored it, and on 1.16.16 it shows as "Bundle Naming" that should be set to "Append Hash to filename" in order to work on the build. (Thanks @Tochicopol for pointing that out, that helped me)
    Alternatively, you can select multiple Addressables Groups, and in "Internal Id Naming Mode", set it to "Full Path", and in "Bundle Naming" set it to "Append Hash".
    Why these options look different if you select one or multiple? Again, imho another hint that the system is under heavy development, and some things are still being refactored and fixed.

    I set mine to "Filename" and it worked first time. However, I did another build, continued developing my stuff, and it stopped working.
    So, I believe I was under the illusion that it worked, when in fact it was using a cached version when I had it previously set to append hash (which is the default initial value). Things like these are very hard to debug, so no wonder there are such issues still there.

    PS.: When I say "doesn't always work as intended", I mean that maybe it's not even meant to work as we (devs) imagined. Every dev (person) thinks slightly differently, hence why documentation and samples are so important. Like, in a very hypothetical example, stupid me :eek: thought that "Include in Build" meant that it would include the addressable in the .apk, so I turned it off and was pissed it didn't generate my bundles. Then I read the tooltip and "oh, ok, that's not what they meant by 'include in build' " :cool:
     
    Last edited: Apr 9, 2021
  15. KwahuNashoba

    KwahuNashoba

    Joined:
    Mar 30, 2015
    Posts:
    110
    Since this is in Addressables section I believe that this answer is missleading because you naturaly wouldn't want to include your scene in both Addressable AssetBundle and build.

    @Tochicopol answer resolved an issue, however. Thanks!
     
    QuestionsBrown likes this.
  16. QuestionsBrown

    QuestionsBrown

    Joined:
    Aug 14, 2017
    Posts:
    8
    I too have this issue when using this method while building out to IOS
    Addressables.LoadSceneAsync("SceneName", LoadSceneMode.Additive)



    Also the packed play mode for testing my AWS server where I hold the scenes is not preventing the loading of my scene even if I don't have my scene uploaded to my AWS bucket. I thought packed mode was supposed to load my scene from the server not Unity.


    I agree that addressable asset system should receive more attention from the devs!


    Heres the log
    [Subsystems] Loading plugin UnityARKit for subsystem ARKit-Input...

    [Subsystems] UnityARKit successfully registered Provider for ARKit-Input

    [Subsystems] Loading plugin UnityARKit for subsystem ARKit-Meshing...

    [Subsystems] Failed to initialize subsystem ARKit-Meshing [error: 1]

    2021-06-29 13:16:01.266941-0400 Newestqtest[5077:918382] Unbalanced calls to begin/end appearance transitions for <UnityViewControllerStoryboard: 0x14b005aa0>.

    UnloadTime: 4.309708 ms

    2021-06-29 13:16:03.775644-0400 Newestqtest[5077:918627] [tcp] tcp_output [C1.1.1:3] flags=[R.] seq=2364996050, ack=3008508138, win=8190 state=CLOSED rcv_nxt=3008508138, snd_una=2364996050

    Exception encountered in operation Resource<IAssetBundleResource>(remoteassets_scenes_all_5bd6c1d722d9d131dc4276cffe81ebe7.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url https://s3.amazonaws.com/com.q21tur...s_all_5bd6c1d722d9d131dc4276cffe81ebe7.bundle, result='HTTP/1.1 403 Forbidden'.

    UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception)

    System.Action`2:Invoke(T1, T2)

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception)

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String, Boolean)

    UnityEngine.ResourceManagement.ResourceProviders.AssetBundleResource:WebRequestOperationCompleted(AsyncOperation)

    System.Action`1:Invoke(T)

    UnityEngine.AsyncOperation:InvokeCompletionEvent()


    Exception encountered in operation Dependencies [remoteassets_scenes_all_5bd6c1d722d9d131dc427..., defaultlocalgroup_unitybuiltinshaders_12f2608...], status=Failed, result=System.Collections.Generic.List`1[UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle] : RemoteAssetBundleProvider unable to load from url https://s3.amazonaws.com/com.q21tur...s_all_5bd6c1d722d9d131dc4276cffe81ebe7.bundle, result='HTTP/1.1 403 Forbidden'.

    UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception)

    System.Action`2:Invoke(T1, T2)

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception)

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String, Boolean)

    UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:CompleteIfDependenciesComplete()

    System.Action`1:Invoke(T)

    UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass55_0:<add_CompletedTypeless>b__0(AsyncOperationHandle`1)

    System.Action`1:Invoke(T)

    DelegateList`1:Invoke(T)

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent()

    UnityEngine.ResourceManagement.ResourceManager:ExecuteDeferredCallbacks()

    UnityEngine.ResourceManagement.ResourceManager:Update(Single)

    System.Action`1:Invoke(T)


    Scene 'Assets/Scenes/ArtScene copy.unity' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.

    To add a scene to the build settings use the menu File->Build Settings...

    UnityEngine.SceneManagement.SceneManagerAPI:LoadSceneAsyncByNameOrIndex(String, Int32, LoadSceneParameters, Boolean)

    UnityEngine.ResourceManagement.ResourceProviders.SceneOp:InternalLoad(String, Boolean, LoadSceneMode)

    UnityEngine.ResourceManagement.ResourceProviders.SceneOp:InternalLoadScene(IResourceLocation, Boolean, LoadSceneMode, Boolean, Int32)

    UnityEngine.ResourceManagement.ResourceProviders.SceneOp:Execute()

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute()

    System.Action`1:Invoke(T)

    UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass55_0:<add_CompletedTypeless>b__0(AsyncOperationHandle`1)

    System.Action`1:Invoke(T)

    DelegateList`1:Invoke(T)

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent()

    UnityEngine.ResourceManagement.ResourceManager:ExecuteDeferredCallbacks()

    UnityEngine.ResourceManagement.ResourceManager:Update(Single)

    System.Action`1:Invoke(T)


    [ line 1834796472]


    NullReferenceException: Object reference not set to an instance of an object.

    at UnityEngine.ResourceManagement.ResourceProviders.SceneProvider+SceneOp.InternalLoadScene (UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation location, System.Boolean loadingFromBundle, UnityEngine.SceneManagement.LoadSceneMode loadMode, System.Boolean activateOnLoad, System.Int32 priority) [0x00000] in <00000000000000000000000000000000>:0

    at UnityEngine.ResourceManagement.ResourceProviders.SceneProvider+SceneOp.Execute () [0x00000] in <00000000000000000000000000000000>:0

    at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0

    at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0

    at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass55_0[TObject].<add_CompletedTypeless>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0

    at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0

    at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0

    at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0

    at UnityEngine.ResourceManagement.ResourceManager.ExecuteDeferredCallbacks () [0x00000] in <00000000000000000000000000000000>:0

    at UnityEngine.ResourceManagement.ResourceManager.Update (System.Single unscaledDeltaTime) [0x00000] in <00000000000000000000000000000000>:0

    at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0

    DelegateList`1:Invoke(T)

    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent()

    UnityEngine.ResourceManagement.ResourceManager:ExecuteDeferredCallbacks()

    UnityEngine.ResourceManagement.ResourceManager:Update(Single)

    System.Action`1:Invoke(T)


    -> applicationWillResignActive()

    -> applicationDidBecomeActive()

    -> applicationWillResignActive()

    -> applicationDidEnterBackground()

    -> applicationWillEnterForeground()

    -> applicationDidBecomeActive()

    -> applicationWillResignActive()

    -> applicationDidEnterBackground()
     
  17. QuestionsBrown

    QuestionsBrown

    Joined:
    Aug 14, 2017
    Posts:
    8
    Could you please elaborate on this solution! screenshots are welcomed lol
     
  18. QuestionsBrown

    QuestionsBrown

    Joined:
    Aug 14, 2017
    Posts:
    8
    Yo Trey this thread is super important to me and my team! I'd love to hear from the developers about the solution for loading scenes instead of prefabs for addressables (which is kind obviously an important topic). Please try to be more transparent on the status of the addressables bundles and also please put out more in depth tutorials on how to use them with firebase or AWS because thats what the people want!!!!
     
  19. KwahuNashoba

    KwahuNashoba

    Joined:
    Mar 30, 2015
    Posts:
    110
    You select addressable group that is making you troubles, then in the inspector you expand Advanced Options section (it's colapsed by default) and under Internal Asset Naming Mode you select "Full Path" option

    upload_2021-6-30_16-33-59.png

    It should be set to that value by default, though.
     
  20. animarts

    animarts

    Joined:
    Sep 7, 2018
    Posts:
    4
    Where did you guys get that image from -- you have to be a lot more transparent --DON"T ASSUME EVERYONE will KNOW where to find these ADVANCED OPTIONS. -- HOW + WHERE DID YOU ACCESS the SCREEN ABOVE EXACTLY!!! POINT by POINT.
     
  21. KwahuNashoba

    KwahuNashoba

    Joined:
    Mar 30, 2015
    Posts:
    110
    Hey man, I feel your frustration, but no need for caps rage :D

    If you've gone this far, you probably know how to create addressasble group and where it is, if not, you can follow any tutorial, that is the basic setup for addressables. You can also go through Getting Started section on unity docs. On the link, you can find how to access addressable group window. So when you select the group in group window, the standard Inspector window that you use for everything will show settings for the group, you'll find Advanced Options towards the end of the settings.

    But, if you have not been changing this yourself, it should be already set to the desired options and you might have another problem.

    Cheers,
    Danilo
     
  22. Gamer_Vignesh

    Gamer_Vignesh

    Joined:
    Aug 27, 2021
    Posts:
    1
    I have solved it by this method.

    Select the scene which you want to add, click File-> Build Settings, go to "Scenes in Build" section and click "Add Open Scenes". The scene will be added.
     
  23. KwahuNashoba

    KwahuNashoba

    Joined:
    Mar 30, 2015
    Posts:
    110
    Yeah, but an idea here is to exclude those scenes from build and then download/load them dynamically. If you tick that check box in Build Settings the scene will end up in build, thus defying purpose of using Addressables.
     
    Careless likes this.
  24. imDanOush

    imDanOush

    Joined:
    Oct 12, 2013
    Posts:
    368
    Just a small tip for those who may have reached here because of the
    error for loading a scene from an assetbundle:
    Make sure you do not add
    Assetbundle.Unload()
    before
    SceneManager.LoadScene()
    , You should load the scene first, then unload the bundle.
    - best.
     
  25. Anshul_Goyal

    Anshul_Goyal

    Joined:
    Jul 22, 2021
    Posts:
    7
    I am using unity 2019.4.29f1 and Addressable version 1.16.19. I am not getting this option in hierarchy. please help me with this. attached reference image
     

    Attached Files:

    Last edited: Jan 3, 2022
  26. KwahuNashoba

    KwahuNashoba

    Joined:
    Mar 30, 2015
    Posts:
    110
    It might be because of the Addressables version. Can you update the packege or are constrained by Unity version?
     
  27. mysticalnoah123

    mysticalnoah123

    Joined:
    Jan 23, 2022
    Posts:
    1
    it can be because there is to many spaces in a scene name
     
  28. HernandoNJ

    HernandoNJ

    Joined:
    May 13, 2018
    Posts:
    75
    got it. removing answer
     
  29. RODRIGO-SD

    RODRIGO-SD

    Joined:
    Apr 28, 2022
    Posts:
    1
    File -> Build Settings -> arraste suas cenas para ''Scenes In Build"
     

    Attached Files:

    HeroXDee likes this.
  30. demuredesigns

    demuredesigns

    Joined:
    May 29, 2020
    Posts:
    1
    Problem still persists Addresssables 1.21.18 in Unity 2023.1.17

    Internal Asset Naming is set to Full Path
    Bundle Naming Mode set to Append Hash to Filename
    I took out any special characters or spaces for the scene name but nothing seems to work