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Build fails because package is looking for a non-existent asset bundle #20

@Sambo3975

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@Sambo3975

I know I'm becoming a real thorn in your side here, but I've encountered another problem with this package.

I did a few addressables builds, and everything was working fine. Then, I realized that one of the bundles was generating with the hash appended to its filename. I don't want the hash to be included, so I set the bundle naming mode to No Hash as I originally intended to do.

Now, building has stopped working, with the following error:

The given key '3conservatory_assets_all_fb78cfa66801d5c2253cc604ef3ee885.bundle' was not present in the dictionary.
UnityEditor.GenericMenu:CatchMenu (object,string[],int) (at /home/bokken/build/output/unity/unity/Editor/Mono/GUI/GenericMenu.cs:125)

Apparently, the package has gotten it into its head that the bundle with the hash in its name absolutely has to exist, or it will explode.

I tried setting the naming mode back to Append Hash to see if that would make it work. Apparently, the bundle started generating a different hash for its name, though, because I kept getting the same error.

I tried clearing the build caches (Build>Clear Build Caches>All). This didn't help.

I even tried a full reimport on my project, to no avail.

I don't know what else to try. Do you have any ideas for where I might look or what I can try?

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