Download On-demand assets gets failure at random
Nadie ha tomado este issue todavía.
Evaluación
- Dificultad
- 4/5
- Tiempo estimado
- 3-5 días
- Aptitud para principiantes
- 25/100
- Tipo de issue
- Error
- Claridad
- Necesita aclaración
- Estado de actividad
- Estancado
- Stack tecnológico
- csharp, unity
- Área
- game-dev, mobile-dev
Línea de trabajo
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.
Escrito por el modelo de indexación a partir del texto del issue.
Descripción
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.
- Lenguaje dominante
- C#
- Estrellas
- 1.5k
- Forks
- 303
- Métricas de merge de PR
- Sin PR fusionados en 30 d
Guía de contribución
No hay ninguna guía de contribución indexada para este repositorio
Primeros pasos
- Lee el issue completo y luego la guía de contribución del proyecto.
- Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
- Haz un fork del repositorio y trabaja en una rama.
- Abre un pull request que haga referencia al número del issue.
Más de Unity-Technologies/Addressables-Sample
-
ODR doesn't seem to work anymore Abierto
Dificultad 4/5 3-5 días Aptitud para principiantes 32/100
-
Dificultad 4/5 3-5 días Aptitud para principiantes 25/100
Unity-Technologies/Addressables-Sample#98 · 3 comentarios ·
-
Dificultad 4/5 3-5 días Aptitud para principiantes 35/100
Unity-Technologies/Addressables-Sample#94 · 2 comentarios ·
-
Dificultad 4/5 3-5 días Aptitud para principiantes 25/100
-
Dificultad 3/5 1-2 días Aptitud para principiantes 30/100
Unity-Technologies/Addressables-Sample#90 · 1 comentario ·
Todos los issues de Unity-Technologies/Addressables-Sample
Issues similares
-
effort:S P3 refactor
Dificultad 2/5 1-3 horas Aptitud para principiantes 75/100
nightscout/nocturne#1532 ·
-
core dependencies
Dificultad 1/5 Menos de una hora Aptitud para principiantes 80/100
-
documentation
Dificultad 2/5 1-3 horas Aptitud para principiantes 75/100
-
C#/.NET Roslyn LSP Abierto
Dificultad 2/5 1-3 horas Aptitud para principiantes 70/100
-
Suspicious code fragments Abierto
Dificultad 2/5 1-3 horas Aptitud para principiantes 75/100
DotNetNext/SqlSugar#1458 ·