Function Addressables.LoadResourceLocationsAsync returns array when using existing build (Android)
Unity: Addressable Assets
Won't Fix
2022.1.X
2022.1 has reached end of life so the issue will be fixed in a newer version.
Reproduction steps:
1. Open the attached “IN-3324.zip“ project
2. Open the “PropBaseBehaviour.cs“ script
3. Add a breakpoint in line 238
4. Attach the script to Unity
5. Make sure that “Use Existing Build (Android)“ is checked in Addressables Groups > Play Mode Script
6. Open the “EntryPoint“ Scene and enter the Play mode
7. Click the “Sign in as Guest“ button and create a profile until a breakpoint appears
Expected result: Function "Addressables.LoadResourceLocationsAsync" returns "Count = 1"
Actual result: Function "Addressables.LoadResourceLocationsAsync" returns "AsyncOperationHandle<IResourceLocation[2]>"
Reproducible with: 2022.1.16f1
Couldn’t test with: 2020.3.39f1, 2021.3.10f1 (errors after downgrade), 2022.2.0b8, 2023.1.0a10 (errors after upgrade)
Tested and reproduced with: Windows 10
Note:
not reproducible when “Use Asset Database (fastest)” is checked in Addressables Groups > Play Mode Script
couldn’t test with “Simulate Groups (advanced)” checked in Addressables Groups > Play Mode Script (the game doesn’t load)
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