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Addressable system not reflecting the remote server's updated content inside app.
I built and deployed an addressable build (.apk) on an android device (having an addressable scene), which reflected the initial state of the scene as was uploaded on the AWS server.
I then updated the content of this addressable scene and using "Update a previous build" & "addressables_content_state.bin" of the respective platform, uploaded the updated .hash, .json & .bundle files on the same AWS. But the scene on the deployed build is still showing the old state and not reflecting the updated changes.
In Unity Editor's PlayModeScript -> UseExistingBuild, the updated changes reflect but not on the device's build.
Key points to note :
Unity version: 2020.3.19 LTS
Addressable version: 1.18.15 (Tried updating to 1.18.16 but facing the same issue on it)
Content update restriction of the addressable group is set to Can Change Post Release.
Content packing and loading are also set to RemoteBuildPath and RemoteLoadPath
For catalog, player version override is being used.
Tried disabling the "Use Asset Bundle Cache" and also force clearing the cache but it didn't work for me.
Also, "CheckForCatalogUpdates" always returns 0 even when the catalog has been updated on a remote server, even after manually initializing addressable using "Addressables.InitializeAsync()"
I'm using LoadContentCatalogAsync and the keys in its result show the updated catalog details but unity is kinda referring to the old bundle (since if I remove the old bundle from AWS and just keep the updated bundle, unity throws unable to load error referring to old bundle.).
Any idea about this issue will be much appreciated!
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