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Addressables fail to build in Editor when platform is set to Windows/standalone ('failed to produce updates.txt file') #34

@Vixxd

Description

@Vixxd

EDIT: I mistook 'does not work in Editor, only compiles' to mean that it would still 'compile'/build - given how addressables are built I see now that is not the case

I am trying to get this package to work with addressables by rolling my own ResourceProvider. I have installed it via git url in the package manager.

I am able to successfully build addressables - in Editor - when the platform is set to iOS, but when set to Windows/Standalone, I get the following editor errors:

Script updater for Library\Bee\artifacts\1900b0aP.dag\Assembly-CSharp.dll failed to produce updates.txt file

Assets\_App\Scripts\BackEnd\Managers\BackgroundDownloadManager.cs(2,13): error CS0234: The type or namespace name 'Networking' does not exist in the namespace 'Unity' (are you missing an assembly reference?)

Failed to compile player scripts
UnityEditor.GenericMenu:CatchMenu (object,string[],int)

SBP ErrorError
UnityEditor.GenericMenu:CatchMenu (object,string[],int)

Addressable content build failure (duration : 0:00:06.422)
UnityEditor.GenericMenu:CatchMenu (object,string[],int)

I see that the main issues causing Library\Bee\artifacts errors to come up include:

  • having spaces in the filepath (I do not have spaces)
  • needing to delete the library folder (have done several times)
  • deleting and recreating .csproj files (have done several times).
  • using an unsupported Unity version (I am using 2021.3.16f1, which AFAIK this package supports)

The script I am using this in to test incredibly bare-bones, the error does not occur when I comment out any reference to Unity.Networking and BackgroundDownload:

using Unity.Networking;
using UnityEngine;

public class BackgroundDownloadManager : MonoBehaviour
{
    void Start()
    {
        var existingDownloads = BackgroundDownload.backgroundDownloads;
    }
}

Any help would be much appreciated, thanks.

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