Error while downloading asset bundle failed to decompress data for the assetbundle

Error while downloading the assets GridArtZ New Member I play different Feed The Beast Mods for a long time now and never had this issue. I wanted to download a new modpack and while «downloading files», the download progress stops and I get the message «Error while downloading the asstes» after a few time. […]

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  1. Error while downloading the assets
  2. GridArtZ
  3. Jakin687
  4. Attachments
  5. grandrolf
  6. Asset bundle error hawaii version mismatch
  7. Hawaii version mismatch server on unturned server manager
  8. ‘ERROR WHILE DOWNLOADING ASSET BUNDLE: CRC MISMATCH’ ERROR IS THROWN WHEN CHANGING ASSET VERSIONS
  9. Error while downloading Asset Bundle: Failed to decompress data for the AssetBundle .
  10. Comments (10)
  11. Error while downloading Asset Bundle: Failed to decompress data for the AssetBundle .
  12. Comments (10)
  13. Error while downloading Asset Bundle: Failed to decompress data for the AssetBundle . about assetgraph HOT 7 CLOSED
  14. Comments (7)
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Error while downloading the assets

GridArtZ

New Member

I play different Feed The Beast Mods for a long time now and never had this issue. I wanted to download a new modpack and while «downloading files», the download progress stops and I get the message «Error while downloading the asstes» after a few time. The console spits this out:

Connecting.. Try 3 of 5 for: https://resources.download.minecraft.net/8f/8f23c02475d388b23e5faa680eafe6b991d7a9d4
Connection failed, trying again: javax.net.ssl.SSLException: Unsupported record version Unknown-0.0
Connecting.. Try 4 of 5 for: https://resources.download.minecraft.net/8f/8f23c02475d388b23e5faa680eafe6b991d7a9d4
Connection failed, trying again: javax.net.ssl.SSLException: Unsupported record version Unknown-0.0
Connecting.. Try 5 of 5 for:

over and over again. So I can’t play any Mod now, I tried 4 different modpack in different versions and none of them worked. Same problem with the nw FTBApp.

Jakin687

New Member

Hi,
I had the same problem but I was able to fix it.

You have to go to the «java configurator» and the «update» tab.
Then just update it.

In my case after I did that it worked.

Hope I could help you!

Attachments

grandrolf

Global moderator

What java version are you using?

Are you running any 3rd party antivirus software on your machine?

Источник

Asset bundle error hawaii version mismatch

27.07.2022 1,233 Просмотры

Всем привет. В этом руководстве я помогу людям у которых есть проблема с запуском карты ”Hawaii”. Сама проблема в том что при загрузке карты пишет в низу ”Queu position №1 (позиция в очереди №1)” или же ”map loading (загрузка карты)”. Это будет легко, так что погнали!

Как исправить ошибку Asset bundle error hawaii version mismatch.

далее нажимаем “проверить целестность файлов”.

После чего у вас пройдет проверка. ГОТОВО

ВНИМАНИЕ – Автор должен быть SDGNelson

Если у вас уже установлена карта и ассетс то нужно отпистаься от продукта и опять подписаться.Если раньше вы играли на карте и вы хотите сохранить сохранение то перейдите в корневую папку игры (диск на котором игра – Program files x86 – steam – steamapps – common – Unturned) и перейдите в – worlds – singleplayer_0. скопируйте папку и положите на робочий стол что бы потом после установки опять поставить обратно ( желанно что бы сохранение было без модов но можете побробовать). Если вы переустановили все это щитайте что этот пункт завершен!

Дальше нам нужно зайти в саму игру и поменять все настройки до МИНИМУМА! Все, этот мили-пиз#@%^ский этап завершен!

И вставляем все это в : “steamappscommonUnturnedMapsHawaii”

ГОТОВО! Теперь можете зайти в игру, зайти на саму карту, и уже в самой карте выставить те настройки графона которие у вас были!

Пожайлуста, поставте лайк руководстве если все получилось, очень старался исправить проблему и помочь вам!

Hawaii version mismatch server on unturned server manager

‘ERROR WHILE DOWNLOADING ASSET BUNDLE: CRC MISMATCH’ ERROR IS THROWN WHEN CHANGING ASSET VERSIONS

Как сделать:
1. Откройте прикрепленный пользователем проект “BundleCRC.zip”.
2. Перейдите в Окно > Управление активами > Адресаты > Группы
3. В правом верхнем углу выберите Build > New Build > Default Build Script
4. Войдите в режим воспроизведения
5. Нажмите кнопку “StartDownloading”
6. Измените версии активов в текстовых полях на “0.13.10.1”, “online/0.13.31.1/Android”.
7. Снова запустите кнопку

Ожидаемые результаты: отсутствие ошибок компилятора в консоли
Фактические результаты: ‘Error while downloading Asset Bundle: CRC Mismatch’ возникла ошибка

Источник

Error while downloading Asset Bundle: Failed to decompress data for the AssetBundle .

First of all thanks for this process to help develop the use of AssetBundle. It seems great.

Please, please, give me at least ONE fully working example for 5.4, from asset bundle creation to asset instantiation. I spend hours to make it work with no luck (and yes, I checked binary transfer in Filezilla):

I’m the author of the previous report. I thought I was logged-in. I can send real URI through PM when you reply

Here’s my process to build asset bundle: where Loader path = test, Bundle template = bundle_*.unity3d, bundle builder has nothing checked, Exporter path = testt

I believe the issue here is that the generated assetbundle doesn’t have a mainAsset, you should try using «bundle.LoadAsset(nameOfTheAsset)», if you dont know what assets are inside the bundle you can list them with bundle.GetAllAssetNames()

Thanks Juan. Unfortunately, it doesn’t work: print(bundle.GetAllAssetNames()); throws an error because bundle cannot be decompressed.

This issue does not relate to the ABGT tool, unless a corrupted AssetBundle is created — which I find hard to believe looking at your graph.

As far as I read this is more of issue to provide good working example, rather than actual bug or issue. You can find example in example branch with AssetBundleManager combined. On top of that, I am considering working on providing both «simpler» and «real scale» example.

I am changing status of this issue on hold until AssetBundle team have some good progress on designing good ResourceManager.

Источник

Error while downloading Asset Bundle: Failed to decompress data for the AssetBundle .

First of all thanks for this process to help develop the use of AssetBundle. It seems great.

Please, please, give me at least ONE fully working example for 5.4, from asset bundle creation to asset instantiation. I spend hours to make it work with no luck (and yes, I checked binary transfer in Filezilla):

I’m the author of the previous report. I thought I was logged-in. I can send real URI through PM when you reply

Here’s my process to build asset bundle: where Loader path = test, Bundle template = bundle_*.unity3d, bundle builder has nothing checked, Exporter path = testt

I believe the issue here is that the generated assetbundle doesn’t have a mainAsset, you should try using «bundle.LoadAsset(nameOfTheAsset)», if you dont know what assets are inside the bundle you can list them with bundle.GetAllAssetNames()

Thanks Juan. Unfortunately, it doesn’t work: print(bundle.GetAllAssetNames()); throws an error because bundle cannot be decompressed.

This issue does not relate to the ABGT tool, unless a corrupted AssetBundle is created — which I find hard to believe looking at your graph.

As far as I read this is more of issue to provide good working example, rather than actual bug or issue. You can find example in example branch with AssetBundleManager combined. On top of that, I am considering working on providing both «simpler» and «real scale» example.

I am changing status of this issue on hold until AssetBundle team have some good progress on designing good ResourceManager.

Источник

Error while downloading Asset Bundle: Failed to decompress data for the AssetBundle . about assetgraph HOT 7 CLOSED

Original comment by philmzo NA (Bitbucket: philmzo, ).

I’m the author of the previous report.
I thought I was logged-in.
I can send real URI through PM when you reply

hiroki-o commented on January 16, 2023

Original comment by philmzo NA (Bitbucket: philmzo, ).

Here’s my process to build asset bundle:

where
Loader path = test,
Bundle template = bundle_*.unity3d,
bundle builder has nothing checked,
Exporter path = testt

hiroki-o commented on January 16, 2023

Original comment by Juan Legaz (Bitbucket: Grelak, GitHub: Grelak).

I believe the issue here is that the generated assetbundle doesn’t have a mainAsset, you should try using «bundle.LoadAsset(nameOfTheAsset)», if you dont know what assets are inside the bundle you can list them with bundle.GetAllAssetNames()

hiroki-o commented on January 16, 2023

Original comment by philmzo NA (Bitbucket: philmzo, ).

Thanks Juan.
Unfortunately, it doesn’t work:
print(bundle.GetAllAssetNames());
throws an error because bundle cannot be decompressed.

hiroki-o commented on January 16, 2023

Original comment by Sam Narain (Bitbucket: samnarain, GitHub: samnarain).

This issue does not relate to the ABGT tool, unless a corrupted AssetBundle is created — which I find hard to believe looking at your graph.

hiroki-o commented on January 16, 2023

Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).

As far as I read this is more of issue to provide good working example, rather than actual bug or issue.
You can find example in example branch with AssetBundleManager combined. On top of that, I am considering working on providing both «simpler» and «real scale» example.

hiroki-o commented on January 16, 2023

Original comment by Hiroki Omae (Bitbucket: [Hiroki Omae](https://bitbucket.org/Hiroki Omae), ).

I am changing status of this issue on hold until AssetBundle team have some good progress on designing good ResourceManager.

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Источник

Hi there, I am trying to build a relatively simple DLC content system with PlayFab. I have a problem with the downloaded file, however, getting error «Error while downloading Asset Bundle: Failed to decompress data for the AssetBundle».

After debugging it looks like the logic is getting the URL correctly, the downloading itself is successful and in the request object, there is seemingly the correct amount of bytes received. The moment I get to the point of retrieving the assetBundle object I get the error above and the bundle itself is null.

Interestingly enough, if I use the URL provided by the PlayFab API in a browser, the file I download is successfully loaded via AssetBundle.LoadFromFileAsync test call. So, the binary format seems to be intact.

I am not sure what I am missing at this point. Any help or suggestion will be much appreciated. Here is the simple code I am using to download the bundle:

public void RetrieveAssetBundle( string dlcPath, string dlcName, string dlcHash, OnAssetBundleRetrieved onAssetBundleRetrieved ) {
	this.onAssetBundleRetrieved = onAssetBundleRetrieved;
	
	PlayFabClientAPI.GetContentDownloadUrl(
		new GetContentDownloadUrlRequest() {
			Key = dlcPath + dlcName,
			ThruCDN = false // TODO: set this to true in production
		}, 
		( GetContentDownloadUrlResult result ) => StartCoroutine( DownloadFromCDN( result.URL, dlcName, dlcHash ) ),
		( PlayFabError error ) => Debug.LogError( "RetrieveAssetBundle Error: " + error.ErrorMessage )
	);
}

private IEnumerator DownloadFromCDN( string cdnDownloadURL, string dlcName, string dlcHash ) {
	Debug.Log( "PlayFab download URL: " + cdnDownloadURL );

	using ( UnityWebRequest request = UnityWebRequest.GetAssetBundle( cdnDownloadURL, new CachedAssetBundle() {
		hash = Hash128.Parse( dlcHash ),
		name = downloadedAssetBundlesPath + dlcName
	}, 0 ) ) {
		yield return request.SendWebRequest();

		if ( request.isNetworkError || request.isHttpError ) {
			Debug.LogError( "DownloadFromCDN Error: " + request.error );
		} else {
			AssetBundle bundle = DownloadHandlerAssetBundle.GetContent( request );
			if ( onAssetBundleRetrieved != null ) {
				onAssetBundleRetrieved( bundle );
			}
		}
	}
}

IEnumerator WWWLoader()
{
    WWW bundleRequest = new WWW("*****************");
    while(!bundleRequest.isDone)
    {
        yield return null;
    }

    AssetBundle bundle = null;
    if (bundleRequest.bytesDownloaded > 0)
    {
        AssetBundleCreateRequest myRequest = AssetBundle.LoadFromMemoryAsync(bundleRequest.bytes);
        while(!myRequest.isDone)
        {
            Debug.Log("loading....");
            yield return null;
        }
        if (myRequest.assetBundle != null)
        {
            bundle = myRequest.assetBundle;
            GameObject model = null;
            if (bundle != null)
            {
                AssetBundleRequest newRequest = bundle.LoadAssetAsync<GameObject>("Log");
                while (!newRequest.isDone)
                {
                    Debug.Log("loading ASSET....");
                    yield return null;
                }
                model = (GameObject)newRequest.asset;

                bundle.Unload(false);
            }
        }
        else
        {
            Debug.LogError("COULDN'T DOWNLOAD ASSET BUNDLE FROM URL (assetBundle = null)");
        }
    }
    else
    {
        Debug.LogError("COULDN'T DOWNLOAD ASSET BUNDLE FROM URL (0 bytes)");
    }
}

This is my code to load an AssetBundle (I’ve removed the URL). It gives me the error «Failed to decompress data for the AssetBundle ‘Memory’.» I’m not sure if ‘Memory’ is referring to the AssetBundle name because mine is called ‘log’ so is it referring to a problem with memory? Any help on understanding this error and fixing it is much appreciated.

asked Jun 16, 2021 at 14:00

Jahill's user avatar

3

So, I have gotten past the error by using UnityWebRequestAssetBundle as shown here (recommended by derHugo).

I was initially using a simple FTP server to access the assets and it would not allow me to download them (from Unity, but in a browser it worked fine). I then switched to using a Flask server, which worked like a charm.

JeanLuc's user avatar

JeanLuc

4,7331 gold badge36 silver badges47 bronze badges

answered Jun 24, 2021 at 18:27

Jahill's user avatar

JahillJahill

251 silver badge6 bronze badges

Note to people finding this like I did; if you’re using Asset Bundles for webgl, you need to make sure the assetbundles are uncompressed (BuildAssetBundleOptions.UncompressedAssetBundle). Docs mention it but it can be easy to miss, and the default is LZMA.

answered Jan 6 at 22:48

lionKnight's user avatar

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