unity io_error ai_generated true

UnityEngine.AddressableAssets: Initialization failed: Failed to load content catalog from path 'Library/com.unity.addressables/StreamingAssets/aa/catalog.json'

ID: unity/addressables-catalog-load-failure

Also available as: JSON · Markdown · 中文
87%Fix Rate
84%Confidence
1Evidence
2023-07-12First Seen

Version Compatibility

VersionStatusIntroducedDeprecatedNotes
Unity 2022.3 active
Unity 2023.1 active
Addressables 1.21.19 active

Root Cause

The Addressables content catalog file is missing, corrupted, or not built for the current platform, preventing asset loading at runtime.

generic

中文

Addressables 内容目录文件缺失、损坏或未针对当前平台构建,导致运行时无法加载资源。

Official Documentation

https://docs.unity3d.com/Packages/[email protected]/manual/LoadingContentCatalogs.html

Workarounds

  1. 95% success Rebuild the Addressables content: Open Window > Asset Management > Addressables > Groups, click 'Build > New Build > Default Build Script'. Then re-run the player build.
    Rebuild the Addressables content: Open Window > Asset Management > Addressables > Groups, click 'Build > New Build > Default Build Script'. Then re-run the player build.
  2. 85% success Ensure the catalog is included in the build: In Addressables settings, set 'Build Remote Catalog' to false for local builds, or verify the remote URL is reachable.
    Ensure the catalog is included in the build: In Addressables settings, set 'Build Remote Catalog' to false for local builds, or verify the remote URL is reachable.
  3. 75% success Manually load the catalog at runtime using `Addressables.LoadContentCatalogAsync(catalogPath)` with a fallback path.
    Manually load the catalog at runtime using `Addressables.LoadContentCatalogAsync(catalogPath)` with a fallback path.

中文步骤

  1. Rebuild the Addressables content: Open Window > Asset Management > Addressables > Groups, click 'Build > New Build > Default Build Script'. Then re-run the player build.
  2. Ensure the catalog is included in the build: In Addressables settings, set 'Build Remote Catalog' to false for local builds, or verify the remote URL is reachable.
  3. Manually load the catalog at runtime using `Addressables.LoadContentCatalogAsync(catalogPath)` with a fallback path.

Dead Ends

Common approaches that don't work:

  1. 70% fail

    Manually copying the catalog file from another build doesn't account for platform-specific differences in asset bundles.

  2. 40% fail

    Deleting the Library folder and rebuilding sometimes corrupts the catalog if the build settings are misconfigured.

  3. 60% fail

    Changing the catalog path in code without rebuilding the content leads to a mismatch.