Unity Addressable Error Fix - RuntimeData is null, Invalid path in TextDataProvider
Unity Addressable Error Fix - RuntimeData is null, Invalid path in TextDataProvider
Build Error Series (8 / 8)
- Unity Build Issue Fix Collection - ID 238, Strip Engine Code, cs0246
- Unity - Fix for xcworkspace Not Being Generated
- Unity Build Issue Fix Collection - Gradle build failed, type initializer exception
- How to Fix Unity Android Permission Not Being Removed Issue
- Unity Android Build Error Fix - DexArchiveMergerException & MultiDex
- Unity iOS Build Error - Microphone Usage Description & BeeBuildPostprocessor
- Unity iOS TestFlight Upload Error Fix - Asset validation failed (90206) Invalid Bundle
- Unity Addressable Error Fix - RuntimeData is null, Invalid path in TextDataProvider
Major Error Analysis
- Build Machine: Mac Mini 1TB
- Occurred simultaneously on iOS and Android
- Mac Mini storage was full: 0.99TB / 1TB
Suddenly occurred after working fine previously
- Error Content:
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Error: System.Exception: Invalid path in TextDataProvider : '/private/var/containers/Bundle/Application/5B316240-0936-4BB3-8B2C-FA98D84C8962/alphaTOYVERSE.app/Data/Raw/aa/settings.json'.
UnityEngine.AddressableAssets.Addressables:InitializeAsync()
PJX.Manager.<Init>d__2:MoveNext()
PJX.Manager.AddressableManager:Init()
<initManagers>d__63:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
<Init>d__66:MoveNext()
UnityEngine.AsyncOperation:InvokeCompletionEvent()
Error: RuntimeData is null. Please ensure you have built the correct Player Content.
UnityEngine.AddressableAssets.Addressables:InitializeAsync()
PJX.Manager.<Init>d__2:MoveNext()
PJX.Manager.AddressableManager:Init()
<initManagers>d__63:MoveNext()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
<Init>d__66:MoveNext()
UnityEngine.AsyncOperation:InvokeCompletionEvent()
Cause and Solution
- TextDataProvider is a built-in provider included in
settings.json, the catalog generated during the Addressable build. - The message “Please ensure you have built the correct Player Content” clearly indicates that the Addressable build went wrong.
- Conclusion: Due to insufficient storage on the build machine, the bundle files generated during the Addressable build were not created properly. Specifically, key files generated early in the Addressable build, like the built-in provider, seem to have been corrupted.
- Of course, these errors could occur due to other reasons, but checking disk space is a good first step.
This post is licensed under CC BY 4.0 by the author.
