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Votes
1
Found in [Package]
1.17.2-preview
Issue ID
ADDR-1963
Regression
Yes
Exception encountered error is thrown in the console when trying to load resources from two catalogs
Steps to reproduce:
1. Open the user's attached project "AddressablesBug.zip"
2. Open the "SampleScene"
3. Enter Play mode
4. Wait for some time until the console fills with errors
Expected results: Loading resource from two catalogs is successful
Actual results: Loading resource from two catalogs fails and an error is thrown
Reproducible with: 2018.4.35f1(1.17.4-preview),2019.4.25f1((1.17.4-preview)), 2020.3.5f1(1.17.4-preview), 2021.1.5f1 (1.17.15), 2021.2.0a16 (1.17.17)
Not reproducible with: 2018.4.35f1(1.17.2-preview), 2019.4.25f1(1.17.2-preview), 2020.3.5f1(1.17.2-preview), 2021.1.5f1(1.16.19)
Note: the error is "Exception encountered in operation Resource<TextAsset>(Config.world.json), status=Failed, result= : Value cannot be null."
Comments (1)
-
ImpossibleRobert
May 17, 2021 20:00
This is a game breaking bug for me. Any chance to get this resolved quickly?
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Resolution Note:
This is failing due to loading the dependency AssetBundles and causing a collision with the built in shaders bundles.
AssetBundles have an internal name/id that has to be unique, which is used to determine dependency lookup when loading Assets that have dependencies on other Assets.
The built-in shader internal name by default is generated based off the Project Name (Main Folder name/parent directory name of /Assets).
Your projects (or single project, if you are building multiple times with different Groups from the same Project) are generating the same ID for the bundles shader.
In the AddressableAssetSettings there is an option for "Shader Bundle Naming Prefix", you will need to set this to something unique for each Project/Build. The simplest way to do this is either by changing the Project folder name, or via setting it to "Custom" and setting a value manually.
Note: Though you are loading a textAsset which will not depend on the shaders bundle. Dependencies are connected on loading of the Bundles, not of the Asset. So something in the bundles will be using a shader.