Search Issue Tracker
Not Reproducible
Not Reproducible in 1.21.X
Votes
1
Found in [Package]
1.21.20
Issue ID
ADDR-3658
Regression
Yes
Addressable Asset Group Custom Build & Load Paths are cleared when in Play mode
Reproduction steps:
1. Open the attached project "ReproProject"
2. In the Project Window, navigate to the "Packages/com.edshed.edshed_unity_api/Runtime/AddressableAssetsData/AssetGroups/SpellingLists.asset" file
3. In the Inspector window, locate the "Content Packing & Loading" section and observe the Path Preview for Build & Load Path
4. Enter Play mode
5. Repeat step 3
Expected result: The Build & Load Paths remain visible
Actual result: The Build & Load Paths are cleared
Reproducible with: 1.19.19, 1.21.20 (2021.3.37f1, 2022.3.23f1, 2023.2.17f1)
Not reproducible with: 1.19.18 (2021.3.37f1, 2022.3.23f1, 2023.2.17f1), 2.0.8 (6000.0.0b14)
Fixed in: 2.0.3 (2023.2.17f1)
Reproduced on: Windows 11 23H2 (22631.3007), macOS 14.4 23E214 Darwin 23.4.0 (user’s info)
Not reproduced on: No other environment tested
Note: The only workaround found was to restart the Editor
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
Tested using included version of Addressables on Editor version 2022,3.17f1 and could not reproduce.
Resolution Note (1.21.X):
Tested using included version of Addressables on Editor version 2022,3.17f1 and could not reproduce.