![]() I just took a look at the code and it might be that there's a bug in that if your Retry Count is greater than 0 (which is very confusing, but it looks like the cached bundle only gets cleared if your Retry Count is 0. So, there actually should be logic in place that forces as least one retry when a cached asset bundle can't be loaded. I don't believe it forces new hashes _every_ time.Ģ. Even with unchanged assets, the first build after turning this on should result in newly hashed AssetBundles. If changing an asset isn't an option, you might try going into the AddressableAssetSettings and turning on Unique Bundles IDs. ![]() Typically hash changes only come from changes in the assets. I'm not sure if you mean the AssetBundles or catalog when you say "resulting file". Not saying that's what caused your issue, but just for anyone else that's in a similar situation.ġ. I'm glad you got it to work! I did ask one of our build engineers and they said upgrading to Win 11 could cause CRC mismatches depending on what type of assets you're using. You mention trying to clear the cache with no success. This is really only likely to cause your issue after doing a content update but it could be worth double checking. If you're hosting remote bundles, make sure that you've uploaded all the newly built bundles, catalog.json and catalog.hash files that were generated for remote content.Are you loading asset bundles that have been built using the project on a different machine? We've seen this type of issue arise in the past.Are you building/re-building any of these bundles using different versions of Unity? This shouldn't be a problem anymore but there were issues in the past.That should at least give you a path forward if nothing else. You can set it to be completely disabled, or to only disable it when loading cached AssetBundles. Without knowing your project setup and workflow it's difficult to advise something more concrete.Ī workaround: There are options to disable CRC checking in the Content Packing & Loading schema of a given AddressableAssetGroup.
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