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Not Reproducible

Votes

0

Found in

3.0.0

Issue ID

UUM-142650

Regression

Yes

Addressables.CheckForCatalogUpdates() always returns 0 when "Only update catalogs manually" is enabled

Addressables

-

Steps to reproduce:
1. Open the attached “CheckForCatalogUpdates.zip” project
2. Open the “SampleScene” scene
3. Build Addressables (Window → Asset Management → Addressables → Groups → Build → New Build → Default Build Script)
4. Open two Terminal windows
5. Run ‘cd /<project_path>/ServerData’ on Terminal 1
6. Run ‘cd /<project_path>/ServerData/StandaloneOSX’ on Terminal 2
7. Start a local server on Terminal 1 by running ‘python3 -m http.server 8080’
8. Run 'curl http://localhost:8080/StandaloneOSX/catalog_0.1.0.hash’ on Terminal 2 and note the hash that is printed
9. Enter Play Mode and note that Catalogs to update prints 0
10. Edit the “Cube” prefab in any way so its marked dirty and save it
11. In the Addressables Groups window switch Play Mode Script to “Use Existing Build (OSX)”
12. Rebuild Addressables
13. Repeat step 8 and see that the hash has changed
14. Enter Play Mode
15. Observe the Console window

Actual result: Catalogs to update returns 0
Expected result: Catalogs to update returns 1

Reproducible with: 2.0.3 (2023.3.0a15), 3.0.0 (6000.6.0a5)
Not reproducible with: 1.29.0 (2023.3.0a15)

Reproducible on: macOS Sequoia 15.7.5 (M1 Max)
Not reproducible on: No other environments tested

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have investigated the issue but were unable to reproduce it with the information provided. This can happen due to differences in environment, project setup, or steps taken.

    We will close this case for now. If you're able to share additional details such as different projects, steps, hardware/software configuration, or logs - please let us know, and we'll be happy to re-evaluate.

  2. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have investigated the issue but were unable to reproduce it with the information provided. This can happen due to differences in environment, project setup, or steps taken.

    We will close this case for now. If you're able to share additional details such as different projects, steps, hardware/software configuration, or logs - please let us know, and we'll be happy to re-evaluate.

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