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By Design
Votes
1
Found in [Package]
2.6.0
Issue ID
ADDR-3985
Regression
Yes
Addressables.LoadSceneAsync() throws errors when loading scenes from Player Settings
Reproduction steps:
1. Open the attached “bugreport” project
2. Open “Assets/test” Scene
3. Enter Play Mode
4. In the Game View, press “Load Scene From Addressables” button
Expected result: The Scene changes and the background in the Game View turns to brown
Actual result: “UnityEngine.AddressableAssets.InvalidKeyException…” and “OperationException : ChainOperation failed because dependent operation failed…” errors are logged in the Console
Reproducible with: 2.0.3 (2023.3.0a15), 2.6.0 (6000.0.51f1, 6000.1.7f1, 6000.2.0b5)
Not reproducible with: 1.25.0 (2022.3.63f1, 2023.3.0a15)
Reproducible on: macOS Sequoia 15.5 (M1 Max)
Not reproducible on: No other environments tested
Notes:
- Full errors:
”UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown. No Location found for Key=test2
UnityEngine.AddressableAssets.Addressables:LoadSceneAsync (object,UnityEngine.SceneManagement.LoadSceneMode,bool,int,UnityEngine.ResourceManagement.ResourceProviders.SceneReleaseMode)
LoadBuiltInSceneFromAddressables:OnGUI () “
”OperationException : ChainOperation failed because dependent operation failed
UnityEngine.AddressableAssets.InvalidKeyException: Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown. No Location found for Key=test2
UnityEngine.ResourceManagement.ChainOperationTypelessDepedency1<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>:OnWrappedCompleted (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle1<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>)
DelegateList1<UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle1<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>>:Invoke (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1<UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>)“
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Resolution Note:
Thank you for reaching out and reporting this issue.
We understand how frustrating it can be to encounter unexpected errors, and we apologize for any inconvenience or lost time this may have caused. To clarify, starting with Addressables 2.x, scenes must be marked as addressable assets in order to be loaded using Addressables.LoadSceneAsync(). Attempting to load scenes in only the Build Settings' scene list using this method will result in errors, as this is now the expected behavior by design.
To resolve this, you will need to convert your scene data to addressables. You can find step-by-step instructions on how to do this in the official migration guide here:
https://docs.unity3d.com/Packages/com.unity.addressables@2.0/manual/AddressableAssetsMigrationGuide.html#convert-scene-data
We acknowledge that this breaking change was not reflected in the release notes, and we sincerely apologize for the oversight. We are committed to improving our communication in future releases to help avoid similar confusion.
If you have any further questions or need additional assistance, please don’t hesitate to reach out again. We are here to help. As this behavior is by design, we will be closing this ticket, but we’re always happy to assist with any other concerns you may have.
Best regards,