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Won't Fix
Votes
0
Found in [Package]
1.21.1
Issue ID
ADDR-3095
Regression
No
AssetBundle is not rebuilt when a missing Prefab is added to the project
Steps to reproduce:
1. Open the attached project “ReproProject“
2. Open Window > Asset Management > Addressables > Groups
3. In the Addressables Groups window click Build > Clear Build Cache > All
4. Back up and remove the “Assets/Prefabs/Prefab2.prefab“ Prefab
5. In the Addressables Groups window click Build > New Build > Default Build Script
6. Back up the AssetBundle which is located here [ProjectName]\Library\com.unity.addressables\aa\Windows\StandaloneWindows64
7. Import the Prefab that was removed into the project
8. In the Addressables Groups window click Build > New Build > Build Default Script
9. Compare the names of the backed-up AssetBundle and the new AssetBundle (names are the same)
10. In the Addressables Groups window click Build > Clear Build Cache > All
11. In the Addressables Groups window click Build > New Build > Default Build Script
12. Compare the names of the backed-up AssetBundle and the new AssetBundle (names are not the same)
Expected result: AssetBundle is rebuilt after adding a missing Prefab into the project
Actual result: AssetBundle is only rebuilt when the cache is cleared
Reproducible with: 1.20.0 (2021.3.15f1), 1.20.3 (2022.1.23f1), 1.20.5 (2022.1.1f1), 1.21.1 (2020.3.42f1, 2021.3.15f1, 2022.1.23f1, 2022.1.1f1, 2023.1.0a22)
Reproducible on: Windows 10
Note: Look at the attached video for clarity
Comments (1)
-
Alan-Liu
Apr 01, 2023 01:47
Related forum thread: https://forum.unity.com/threads/sbp-issues.1325760/
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Resolution Note:
Removing the prefab from the project removes it from the Addressables system. We don't have any mechanism for keeping around missing references and linking it back up on an import. Given the repro steps, you should only need to re-add the prefab when it's reimported