![]() Has Light Table been completely abandoned? It seems the last commit was in March. I also tried similar things after checking out the atom-shell branch and the 0.7.2 tag (and cleaning up all the files from the previous build). ltbin # creates frozen window, throws the error above LightTable # creates frozen window, throws the error above deploy/LightTable # creates frozen window, throws the error above "Uncaught TypeError: Cannot read property 'thread_STAR_' of undefined", source: file:///home/zaz/Desktop/LightTable/builds/lighttable-0.8.0-linux/resources/app/core/node_modules/lighttable/bootstrap.js (27860) Every time I try to run deploy/LightTable, it hangs on a screen that simply says "Light Table". I have reference missing problem in situation belowI've been trying for hours, but can't build and use Light Table. But "Group Guid Project Id Entries Hash" selection still has the problem. Is it possible to let "content update" bundle reference to the bundle in StreamingAssets built before ?Īlso i tried addressable 1.18.9, if i set the Internal Bundle Id Mode "Group Guid", the problem gone, because the id won't change. I guess every time addressable build bundles, it build all bundles including "can not change" bundles, and calculate bundle dependencies. ![]() And i changed the color of image component,then after the update build, the prefab becomesĪnd i use WebExtract & Binary2text Tool to check the bundles in StreamingAssets and ServerData folder ,and find that the ContentUpdate Group Bundle's External Reference is the new bundle in the library, not the bundle in the StreamingAssets.Check For Content Update Restriction:only prefab move to ”Content Update“ Group, I check the addressable source code, in the GetStaticContentDependenciesForEntries function, only dependency which is an entry can be added to dependencyMap.So is that means every asset(not folder) should be an entry?.Use Addressables.InstantiateAsync("Assets/Prefabs/Prefab.prefab", transform) in a monobehavior in the main scene.Drag a folder which has a prefab and a texture(prefab's reference)into group.Default Local Group:Update Restriction = Cannot Change Post Release;Bundle Mode = Pack Separately; Bundle Name = File Name.Although the dependencies are calculated correctly, this is completely skipped because of this.Ĭlick to expand.I have reference missing problem in situation below Var depEntry = settings.FindAssetEntry(guid) FindAssetEntry then callsīut GetAssetEntry method only considers the assets marked as an addressable explicitly. Perhaps no one uses addressables directories?Īnyway, after investigating why that asset wasn't showing up in the content update preview window, I found out that the method GetStaticContentDependenciesForEntries of ContentUpdateScript.cs calls this This seems to me a very common scenario of usage. This causes runtime errors when this content update bundle is downloaded and applied, because the prefab won't have the reference to that asset. The asset ( SquareDir.png) inside the addressable directory is not detected!. Since dependencies are considered, the new content update group should contain: GameObject.prefab, SquareDir.png and Triangle.png. ![]() Then how about we modify a value in GameObject.prefab? like the x coordinate of its transform component.įinally, let's run the Check Content Update Restriction tool. Now we build, and not surprisingly, an addressables_content_state.bin file is created. The only difference between these two references is that one is located inside an addressable directory and the other is not. The GameObject.prefab has direct references to SquareDir.png and Triangle.png. ![]() All groups local and static (Cannot Change Post Release).
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