Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.18.9
Issue ID
ADDR-2061
Regression
No
[Addressable] Items duplicates after setting Play Mode Script to Use Existing Build
How to reproduce it:
1. Open the user's attached project "BugAddressable.zip" from Google Drive
2. Load "SampleScene"
3. Open Addressables Groups window (Window > Asset Management > Addressables > Groups)
4. Click on Build > New Build > Default Build Script
5. Click on Play Mode Script > Use Existing Build
6. Open the "DataManager.cs" from Assets > Scripts > OOP at Script Editor (e.g. JetBrains Rider)
7. Add a breakpoint at line 250
8. Click on Debug (Attach to Unity Editor)
9. In the Unity Editor Enter the Play mode
10. Observe the value at the breakpoint in the Script Editor
Expected result: There is one "Main_Building_Debug_SpawnAgentSlot0 (HMH.Data.BuildingEventCaseDataAuthoring)" item in "loader.AsyncOperationHandle.Result" list
Actual result: There appears 4 "Main_Building_Debug_SpawnAgentSlot0 (HMH.Data.BuildingEventCaseDataAuthoring)" items in "loader.AsyncOperationHandle.Result" list
Reproducible with: 1.18.9 (2020.3.13f, 2021.1.14f1, 2021.2.0b2, 2022.1.0a1)
Could not test with: 2018.4.31f1, 2019.4.19f1 (due to the Entities package errors)
Notes:
- In 2021.2.0b2, 2022.1.0a1 Unity ofter crashes during the debugging
- Only reproducible when Play Mode Script is set to Use Existing Build
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
- Profiler - Taking you to the wrong section when using 'show'
- Draw Renderers custom pass doesn't work with SSGI
- WebCamTexture does not set the requested resolution when used in WebGL
- Editor default Stylesheet/Matching Selector buttons in Debugger don't do anything
- Graphics.DrawMeshNow stops rendering Render Texture after a few frames when viewed in the Player
Resolution Note:
The Asset includes 4 different Objects, The main Object, and 3 additional Objects, all of different Types.
When building, a Location is setup for each of these Objects. When loading all Locations to that Asset without specifying the type, it then returns all 4.