Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.19.19
Issue ID
ADDR-2684
Regression
No
{Addressables] AssetReference.editorAsset occasionally fails to load an Asset
How to reproduce:
1. Open the attached "1414841_Repro.zip" project
2. Open the Scene "SampleScene" (found in the Assets/Scenes folder)
3. Enter the Play Mode
Expected results: No errors are thrown
Actual results: The "Editor asset is null" error is thrown (one or multiple)
Reproducible with: 1.19.19 (2019.4.38f1, 2020.3.33f1, 2021.3.1f1, 2022.1.0f1, 2022.2.0a11)
Note:
- It seems that the failure rate isn't consistent and can't pinpoint when it will fail to load
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
- "Objects are trying to be loaded during a domain backup." errors on entering Playmode
- Transform Node does not have outputs when it is created
- Changing the Default Icon does not change the executable's icon when re-building the project
- Texture is stored upside down when using Blit
- [OpenGLES][XR] Zooming in on the camera's URP opaque texture causes "double vision" on Quest in OpenGLES3
Resolution Note:
Problem is with the project.
In the project "pvp_road_card" has AssetReference and AssetReference2 not set to any asset.
The issue is then with the check for `if (assetRef == null)`. AssetReference is not the same as a direct reference to say a GameObject that can be check for null. Although it is a class and can be null. In this case the project has them as [SerializeField], this means that AssetReference class data will be serialised with default data and not be null.
To correctly address a serialised field as not being assigned `if (assetRef == null || assetRef.RuntimeKeyIsValid() == false)` should be used.