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Timeline and Addressables

Discussion in 'Addressables' started by cg-adam, Mar 17, 2020.

  1. cg-adam

    cg-adam

    Joined:
    Jul 30, 2019
    Posts:
    44
    Hi,

    We have hit a snag just before launch where our timeline assets are not working as expected in the addressable system.
    So, our timeline assets are actually saved inside the project itself, and always have been. The prefab which utilities the timeline asset is stored inside a local addressable group. This is to ensure the content for this is only loaded when needed, on demand, and unloaded when not (through addressable's). The issue we are seeing is that when building the groups, hosting and running on device, the prefab is instantiated but the timeline is never running properly. This is on iOS and Android. When testing in the editor (switched to standalone platform) and building the bundles correctly, I have tried to debug the timeline that is being run and all of its references (in activation tracks for example) are null / empty. The only thing that is not, are the audio tracks (as we inject those into the asset manually at runtime due to how our project is structured).

    Any help or guidance on this is appreciated. When debugging in the editor using Existing Build Option (bottom on in groups window) should we be able to see the references inside assets correctly? Am I missing something here?

    EDIT: Would like to point out this has been working for a while, so we are very confused as to what has changed and why. We have had issues in the past with groups not building right and have cleaned the build pipeline which has helped, but not this time.

    Adam
     
  2. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,799
    Sorry to hear you're having trouble, Adam! Flagging this for the team. Which version of the editor and Addressables are you using?
     
  3. cg-adam

    cg-adam

    Joined:
    Jul 30, 2019
    Posts:
    44
    Unity 2019.2.17f and Addressables 1.6.2.
    So, after an entire day of debugging it, we ended up packing the timeline assets into the bundle and referenced them via an AssetReference. This solved the issue, but does not explain how for 5 months it has been working without doing this until this week...
     
  4. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    736
    Hey @cg-adam just curious, when you say it's been working for 5 months or so without the need for using the AssetReference, what version were you on prior to 1.6.2? Had you been on that version for some time or do you regularly upgrade?
     
  5. cg-adam

    cg-adam

    Joined:
    Jul 30, 2019
    Posts:
    44
    Hey @DavidUnity3d , we were on 1.6.0 before that version, and have updated each time a release has come out (as we had other issues we hoped were being resolved).

    We never had the timeline assets as part of a bundle (explicitly) and it was working for months, until last week.
     
  6. davidla_unity

    davidla_unity

    Unity Technologies

    Joined:
    Nov 17, 2016
    Posts:
    736
    This is odd. I'm not 100% sure how Timeline handles subobjects but we have just recently done work regarding how Addressables deals with assets that have subobjects. Maybe that's causing some kind of issue. I can't think of anything else off the top of my head.

    Would you mind submitting a bug with Unity and include your project (if you're able) or a slice of your project that reproduces the issue? Thankfully it sounds like you were able to find a workaround but I'd like to look at the underlying issue.