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Question by Sjors-Thomassen · Dec 05, 2019 at 10:59 AM · webglasset bundles

WebGL Addressables Exception

I'm building a WebGL application and i am trying to use Addressables to manage the assets. Unity used 2019.3.0f1 and Addressables version 1.1.10 The code I'm using is a simple reference load that would spawn a prefab.


 public class AddressableManager : MonoBehaviour
 {
     [SerializeField] private AssetReference reference = null;
 
 
     private void Start()
     {
         reference.LoadAssetAsync<GameObject>().Completed += AddressableManager_Completed;
     }
 
     private void AddressableManager_Completed(AsyncOperationHandle<GameObject> obj)
     {
         Debug.Log(obj.Result);
         if (obj.Result == null) return;
         GameObject prefab = Instantiate(obj.Result);
     }
 }

After I have build the Player Content, the asset loads within the Editor. The materials of the spawned object are pink, but not missing. When I open the application within http://locahost, I'm receiving the following error message:


alt text

  Exception encountered in operation UnityEngine.AddressableAssets.Initialization.InitializationOperation, result='', status='Succeeded' - Chain<GameObject,IResourceLocator>: ChainOperation of Type: UnityEngine.GameObject failed because dependent operation failed
 Dependency Exception
 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
 UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
 UnityEngine.Logger:LogFormat(LogType, String, Object[])
 UnityEngine.Debug:LogErrorFormat(String, Object[])
 UnityEngine.AddressableAssets.AddressablesImpl:LogException(AsyncOperationHandle, Exception)
 System.Action`2:Invoke(AsyncOperationHandle, Object)
 UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:set_OperationException(Exception)
 UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(Object, Boolean, String)
 UnityEngine.ResourceManagement.ChainOperation`2:OnWrappedCompleted(AsyncOperationHandle`1)
 System.Action`1:Invoke(AsyncOperationHandle`1)
 DelegateList`1:Invoke(AsyncOperationHandle`1)
 UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent()
 UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:UnityEngine.ResourceManagement.AsyncOperations.IAsyncOperation.InvokeCompletionEvent()
 UnityEngine.ResourceManagement.ResourceManager:ExecuteDeferredCallbacks()
 UnityEngine.ResourceManagement.ResourceManager:Update(Single)
 System.Action`1:Invoke(Single)
 MonoBehaviourCallbackHooks:Update()
  
 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)



For the Profile Settings I tried several changes. First, I used the default Local Build Path en Local Load Path. Second, I tried to change the Load Path to my remove localhost url build location.

Does anyone know why I am receiving this error message and how I could solve it? Thank you in advance.

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Answer by Sjors-Thomassen · Dec 05, 2019 at 01:16 PM

When I cleared my cache I could successfully load in the asset. The error message returned when I reload the WebGL index page. So the problem has to do something with using stored addressable data from the cache.

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