Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.3.5p8
Issue ID
837808
Regression
Yes
Asset Bundle Variant fails to resolve material when using WWW.LoadFromCatcheOrDownload
Steps to reproduce:
1. Make sure there is only Assets folder in the Project folder
2. Open attached project
3. Open scene "boostrap"
4. In the top bar: My Asset Bundles > Build It
5. Play scene
Expected behavior: Red or green ball (depending on the script VariantLoader.cs) appears on the screen
Actual result: Asset Bundle Variant fails to resolve material
Reproduced with: 5.4.2p2, 5.5.0b11, 5.6.0a2
Not reproduced with: 5.4.2p1, 5.3.6p1 and older.
Note:
In the 13th line of script VariantLoader.cs user can change a name of a string "stuff.sd" to "stuff.hd". This way two different types of Asset Bundles are tested.
Reproduced on both Mac and Windows.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment