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.