Search Issue Tracker

Fixed in 2017.3.0f3

Votes

4

Found in

5.4.3f1

Issue ID

865669

Regression

No

Calling Resources.UnloadUnusedAssets() unloads used audio asset bundles

Asset Bundles

-

Reproduction steps:
1. Open my attached project
2. Open the "test01" scene
3. Enter Play mode
4. Click on the test button

Expected Result: The third track keeps on playing when Resources.UnloadUnusedAssets(); is called, because it's used.
Actual Result: The third track is stopped when Resources.UnloadUnusedAssets(); is called, even though it's in use.

Reproducible on: 5.3.7p1, 5.4.4f1, 5.5.0p3, 5.6.0b3

Tested on Windows 10

Comments (3)

  1. 46a43734cc3dd5e3f9f0cfbb4b589256?d=mm

    Kiichi

    Oct 04, 2017 15:37

    If the sound asset played by any audio source it remains active and not unloading, but if you played it via PlayOneShot - it does! The sound just stops in the middle of playing.

  2. 0badd4f7f80a1d074e9c8b1eb61e272c?d=mm

    pineda100

    Jul 11, 2017 07:45

    reproduce step in our project.

    Start a scene with. play a BGM.
    load the same scene. play the same BGM.
    call unloadassets.
    BGM stops playing.

    note that the BGM is loaded from a asset bundle.

  3. E55e789e3decbbaf18fb62e99f0f56c7?d=mm

    WisdomInfotech

    Mar 21, 2017 16:26

    Application crashed when Resources.UnloadUnusedAssets(); is called (v.5.4.1) ,

    Expected result : validate with active resources which are currently used in scene, and remove unused resources from scene

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.