Download On-demand assets gets failure at random
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 25/100
- Issue type
- Bug
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- csharp, unity
- Domain
- game-dev, mobile-dev
Research direction
Start at AndroidAssetPacks.DownloadAssetPackAsync and the callBackFromDownloadAssetPack callback shown in the report. Review the Unity 2020.3.38f1 and Addressables 1.19.19 setup, then investigate the captured NetworkError data and the FAILED, UNKNOWN, and Canceled paths. Done means the intermittent failure is reproducible and its handling or cause is addressed, with the affected download behavior verified.
Written by the indexing model from the issue text.
Description
We have begun facing an issue in PlayAssetDelivery using this Unity package that occurs at random.
We have added this feature to our LIVE build and now we are adding more packs to the PlayAssetDelivery.
Unity version : 2020.3.38f1 LTS
Addressable version : 1.19.19
The issue is that the On-demand assetpack is returning a FAILED state(not always) while we are trying to download(issue has been checked in both mobile data & Wi-fi). Once the download has failed we were unable to redownload the Asset.
We have to uninstall the game to solve this issue. PFA screenshot and code snippet for your reference.
Note: We have tried deleting the assetpack if the state has reached CANCELLED/FAILED/UNKNOWN, however this was unable to resolve the issue.
AndroidAssetPacks.DownloadAssetPackAsync(assetPackNames, callBackFromDownloadAssetPack);
public void callBackFromDownloadAssetPack(AndroidAssetPackInfo info)
{
Debug.Log("===callBackFromDownloadAssetPack called====" + info.status.ToString());
this.info = info;
if (info.status == AndroidAssetPackStatus.Downloading)
{
//Asset pack download completed. You can change the button state and proceed further actions.
}
else if (info.status == AndroidAssetPackStatus.Failed)
{
//Indicates that the device failed to download the Android asset pack.
//The asset pack download or transfer has failed.
Debug.Log("Failed to retrieve the state of asset pack:" + info.name);
Debug.Log("Failed to retrieve the state of asset pack info.error:" + info.error.ToString());
The info.error gives always NetworkError
deleteTheAssetPack(info.name);
AndroidAssetPacks.CancelAssetPackDownload(assetPackNames);
}
else if (info.status == AndroidAssetPackStatus.Unknown)
{
//Debug.Log("Asset pack " + info.name + " is unavailable for this application. This can occur if the app was not installed through Google Play.");
deleteTheAssetPack([info.name](http://info.name/));
AndroidAssetPacks.CancelAssetPackDownload(assetPackNames);
}
else if (info.status == AndroidAssetPackStatus.Canceled)
{
//Debug.Log("The Android asset pack download is canceled:" + [info.name](http://info.name/));
deleteTheAssetPack([info.name](http://info.name/));
AndroidAssetPacks.CancelAssetPackDownload(assetPackNames);
}
else if (info.status == AndroidAssetPackStatus.WaitingForWifi)
{
}
else if (info.status == AndroidAssetPackStatus.Transferring)
{
}
else if (info.status == AndroidAssetPackStatus.Completed)
{
Debug.Log("AndroidAssetPackStatus.Completed called:" + [info.name](http://info.name/));
}
}
Above two images were the LIVE users data who were affected in above case. First one is the reason of the failure and second one is the failure case. These data were pushed to Firebase and captured from it.
- Dominant language
- C#
- Stars
- 1.5k
- Forks
- 303
- PR merge metrics
- No merged PRs in 30d
Contributor guide
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First steps
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