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Won't Fix
Won't Fix in 1.20.X
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)
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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.
Resolution Note (1.20.X):
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.