Search Issue Tracker
Duplicate
Votes
0
Found in
2017.1.0a3
2017.3.1p1
Issue ID
1025228
Regression
Yes
AssetBundle.LoadAsset behaviour is async
How to reproduce:
1. Open user's project (test_bundle.zip)
2. Open scene "main.unity"
3. Play the scene
4. Observe the Console
5. Inspect "TestBundle.cs" script
Expected result: No async operation errors are thrown.
Actual result: Script cannot unload asset bundle because asset load operation has not been completed(Sync method behaves like an async one)
Reproducible with: 2017.1.0a3, 2017.1.3p3, 2017.2.2p3, 2017.3.2f1, 2017.4.1f1, 2018.1.0f1, 2018.2.0b1
Not reproducible with: 5.6.6f1, 2017.1.0a2
Notes:
* Delaying AssetBundle.Unload method by at least 1 millisecond circumvents the issue.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Label” name in Sprite Library Editor window lacks character limit causing long names go under the Object Field
- Preview image (screenshot) is not available after capturing snapshot in Memory Profiler
- Crash on UNITY_FT_Stream_ReadAt when changing TMPro properties after unloading an AssetBundle
- Particles spawn at the same position when using raw byte address buffer in VFX Graph
- Decal Shader Graph - Custom vertex interpolators are always 0
This is a duplicate of issue #986673