PotatoVeg wrote
I have been using Addressables for a long time now and I have never had any build error such as you describe regardless how I built my Addressables (locally or to remote).
Perhaps for the original AssetBundles system its acting different? :think:
Does this mean you have removed the prefab cleanup code and you have enabled the prefab override option to enable ?
Maybe I wasn't clear enough but I don't have spine prefabs in neither asset bundles, nor in addressables, the issue on my side was with a regular build, with prefab override fix enabled. I was just surprised it works for adressables (maybe I am wrong and the clean up is also performed on these too)
I'll try to create an addressable with spine on my side to see what is going on when building them and if it requires or not any cleanup.
P.S.
It seems my initial answer was on the wrong thread and was supposed to go on BuildPlayerWindow.OnGUI.mouseUp during build WebGL, but because they are pretty much the same I have mismatched them...
Update:
I were unable to reproduce any of the build issues I was facing previously, no matter how hard I tried to break the current code... This includes both regular build and addressables. I am starting to wonder if there was some change in unity since 2020.x or there was some change in spine runtimes (which I cannot find) that is removing the don't save in editor/build flag... Does anything rings a bell to someone?