///
Q:
OperationException : GroupOperation failed because one of its dependencies failed
RemoteProviderException : Unable to load asset bundle from : https://31435da2-b584-4d5a-88bf-7d4e8d1c5b01.client-api.unity3dusercontent.com/client_api/v1/environments/develop/buckets/255bd041-f787-4687-8613-7302df34deae/releases/22f23337-1565-4215-b4e9-c06dae25469b/entry_by_path/content/?path=/spaceshooterdata_assets_player_0ef7f3a8f905c127f4bf1e5846e6deca.bundle
UnityWebRequest result : ProtocolError : HTTP/1.1 404 Not Found
ResponseCode : 404, Method : GET
A: 删除远程资源,重新生成,上传
//
Q:
Error while downloading Asset Bundle: CRC Mismatch. Provided 5f125607, calculated d3319067 from data. Will not load AssetBundle 'https://31435da2-b584-4d5a-88bf-7d4e8d1c5b01.client-api.unity3dusercontent.com/client_api/v1/environments/develop/buckets/255bd041-f787-4687-8613-7302df34deae/releases/22f23337-1565-4215-b4e9-c06dae25469b/entry_by_path/content/?path=/spaceshooterdata_assets_enemyship_8d18c0672669f46f1939433b6789efec.bundle'
A:
1、Yes using 1.8.2 and 2019.2.15 as well and its happening a lot (was getting it with 1.7.5 as well). I found it happens for me when I switch from streaming assets to remote cdn paths or vice versa. I am doing a lot of testing and rebuilding bundles regularly so it’s a huge pain. The only way I found how to fix is to create a new group name that I haven’t used before.
2、Trying now to disable CRC 。There is also the option on the Content Packing & Loading Schema to turn off CRC checking if that's something you think would help in the interim. It's under Advanced Options.
3、We also had random CRC Mismatch issues on our CI machine.
It turned out that one of our RAM sticks was faulty and would effectively corrupt the bundles.
4、 To fix the situation, I tried to disable the CRC check, collected new bundles and uploaded them to the server and also updated the build
/
Q:
unity addressable ccd {"code":5,"details":["bucket not found for current environment"],"reason":"Not found"}
Cloud Build UCD integration not working.
A:
The reason was that the path to the actual asset bundle was prefixed with "ServerData/" when the addressables was uploaded to the target bucket, but the client tried to load it from path "Android/" or "iOS/".
So the key to solve it was to add to the end of RemoteLoadPath "path=ServerData/[BuildTarget]". Previously it was "path=[BuildTarget]"
///
Q:
Use Existing Build (Android)
Player content must be built before entering play mode with packed data. This can be done from the Addressables window in the Build->Build Player Content menu command.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
A:
Build->New Build->Default Build Script
//
Q:
Curl error 60: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_USER_ERROR1
RemoteProviderException : Unable to load asset bundle from : https://31435da2-b584-4d5a-88bf-7d4e8d1c5b01.client-api.unity3dusercontent.com/client_api/v1/environments/develop/buckets/255bd041-f787-4687-8613-7302df34deae/release_by_badge/latest/entry_by_path/content/?path=/e2b5d2ec717ca2f75df28c72b7fc4608_unitybuiltinshaders_91a0deabc3623b4f946732dec959e339.bundle
OperationException : GroupOperation failed because one of its dependencies failed
UnityWebRequest result : ConnectionError : SSL CA certificate error
A:
//
Q:
UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown. No Union of Assets between Keys= with Type=System.Object
UnityEngine.AddressableAssets.Addressables:DownloadDependenciesAsync (System.Collections.IEnumerable,UnityEngine.AddressableAssets.Addressables/MergeMode,bool)
A:
//
Q:
UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown. No Asset found with for Key=mustPreload. Key exists as multiple Types=UnityEngine.GameObject, UnityEngine.ResourceManagement.ResourceProviders.SceneInstance, UnityEngine.TextAsset, which is not assignable from the requested Type=System.Object
A:
/