Search Issue Tracker
Fixed
Fixed in 1.21.20
Votes
0
Found in [Package]
1.21.10
Issue ID
ADDR-3363
Regression
Yes
[Addressables] AsyncOperationHandle.LocationName returns useless string when binary catalog is used
Reproduction steps:
1. Open the attached project “BinaryCatalogString”
2. In the Project window open Scene “Assets/Scenes/SampleScene.unity”
3. Open the Project Settings window (Edit > Project Settings)
4. In the Project Settings window, Open the Player tab and ensure that “Scripting Define Symbols” contains “ENABLE_BINARY_CATALOG”
4. Open the Addressables Groups window (Window > Asset Management > Addressablees > Groups)
5. In the Addressables Groups window, change “Play Mode Script” to “Use Existing Build”
6. In the Addressables Groups window, make a new build (Build > New Build > Default Build Script)
7. Enter the Play Mode
8. Observe the Console
Expected result: A list of text files is printed in the Console
Actual result: “UnityEngine.AddressableAssets.ResourceLocators.ContentCatalogData+ResourceLocator+ResourceLocation” text is printed in the Console
Reproducible with: 1.21.3, 1.21.10 (2020.3.47f1, 2021.3.22f1, 2022.17f1, 2023.1.0b14, 2023.2.0a12)
Not reproducible with: 1.20.5, 1.21.2 (2020.3.47f1, 2021.3.22f1, 2022.17f1, 2023.1.0b14, 2023.2.0a12)
Reproducible on: Windows 10
Note: If “ENABLE_BINARY_CATALOG” is removed from Edit > Project Settings > Player > Scripting Define Symbols and then rebuilding addressables groups, a list of text files will be printed in the Console when entering the Play Mode
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Add comment