This issue is happening on Unity 2019.4.31f1 and Addressables 1.18.9 only on iOS. Works fine on Android.
Shader bundle Naming Prefix is set to Default Group GUID.
We made a release with asset bundles. Later we added an additional asset group with some prefabs, rebuilt the asset bundle and added an additional catalog file to support it. We are using Addressables.LoadContentCatalogAsync() to load the second catalog.
When we try to load the new asset bundle we get error, "The AssetBundle 'shared_unitybuiltinshaders.bundle' can't be loaded because another AssetBundle with the same files is already loaded". and the new asset bundle loading fails.
Our new asset bundle is dependent on shared_unitybuiltinshaders.bundle.
This issue was not present with Unity 2019.4.17f1 and Addressables 1.16.15. We followed the same workflow previously, and did not have this issue.
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