Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
1.20.0
Issue ID
ADDR-2915
Regression
No
Addressable assets are not loaded when trying to load from a Build that was launched from another Build
How to reproduce:
- Open and Build the attached project "AddApp_1417997" (File > Build Settings... > Build)
- Open, then Build And Run the attached project "LauncherApp_1417997" (File > Build And Run)
- In the "LauncherApp_1417997" Build edit field write the pathname of the "AddApp_1417997" Build
- Press the "Launch App" button
- In the "AddApp_1417997" Build press the "Add Scene" and "Add Asset" buttons
Expected result: "AddScene" Scene opens and the "Cube" GameObject is added
Actual result: "AddScene" Scene does not open and the "Cube" GameObject is not added
Reproducible with: 1.19.19 (2020.3.36f1, 2021.3.3f1), 1.20.0 (2022.1.3f1, 2022.2.0a13, 2023.1.0a2)
Reproducible on: Windows 10 Pro (10.0.19044), Windows 11 Home (22000.739)
Not reproducible on: macOS 12.3.1 (Intel)
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
- Location tooltip in the Viewport of UI Builder window does not update when the UI Document Asset is moved to a different location
- Audio Clip Volume and Avoid Repeating Last fields values cannot be changed in Audio Random Container window
- Setting a variable in the root selector via an imported USS file in a theme does not work
- No character limit when creating a new Scene with excessively long name, Editor can be forced to crash
- URP Decal Projector flickers/glitches when added to Cube or Quad GameObjects as a Component
Resolution Note:
This is an invalid project setup. The primary project is just starting the process of another built player, it has nothing to do with Addressables. The project that it's starting up doesn't have an Assets folder so there's nothing that Addressables has built for it to load.
Multi-project setups in Addressables involve building Addressables in both projects and using the LoadCatalogAsync API to acquire the resource locations built in another project.