Unity-Technologies / Addressables-Sample

Demo project using Addressables package
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Download On-demand assets gets failure at random #87

Open SankarGanesh82 opened 1 year ago

SankarGanesh82 commented 1 year ago

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/));
    }
}

image (11) image (12)

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.

jhparkTreeplla commented 3 months ago

This is my method, but I hope it helps. You need to change the LoadFromAssetPacksIfAvailable function in PlayAssetDeliveryInitialization.cs: Sometimes the AndroidAssetPacks.coreUnityAssetPacksDownloaded value has to wait a bit before it returns true. So we added code that has to wait until that becomes true. Please add the code below at the very top of the function.

if (!AndroidAssetPacks.coreUnityAssetPacksDownloaded) {
     int waitDeltaTime = 0;
     while (!AndroidAssetPacks.coreUnityAssetPacksDownloaded) {
         await System.Threading.Tasks.Task.Delay(35);
         waitDeltaTime += 35;
         if(waitDeltaTime >= 5000)
         {
             break;
         }
     }
}