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Fixed in 5.5.0



Found in


Issue ID




[AssetBundle] Wrong dependencies are recorded in a manifest file

Asset Bundles


This Zendesk ticket (see bottom of comments) has a lot more detail. We never solved this one.

An AssetBundle manifest file gets wrong dependencies to other AssetBundles, which isn't actually referenced from the assets in the AssetBundle.

This issue occurs when a reference to an object stays in the m_Modification field of the prefab.

Steps to reproduce:

1. Change the Asset Serialization mode in the Editor Settings to "Force Text".
2. Create a script which has a GameObject[] list property.
3. Create a prefab named "Prefab1" that has the script above. Set the AssetBundle name to "prefab1".
4. Create an empty prefab named "Prefab2". Set the AssetBundle name to "prefab2".
5. Add a reference to Prefab2 into the prefabList property in Prefab1.
6. Change the size of the prefabList to zero.
7. Build AssetBundles.

Then see prefab1.manifest. It has a dependency to Prefab2, even though the reference to Prefab2 was removed in the step 6.

Comments (4)

  1. unity_SRZXyHN7P3fFcA

    Jul 02, 2021 16:44

    I just got this same exact issue today on Unity 2020.3.

    I was getting incorrect dependencies, which were due to previous content in a prefab that is no longer there. I had to remove some objects from the prefab and add them again and save in order to fix the asset bundle dependencies.

  2. Salman86

    Jun 07, 2019 06:35

    Thank 's for sharing you this information through the article. you can ask any thing in this
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  3. SimonFireproof

    Aug 30, 2016 13:28

    I am seeing the same bug in the .unity file.

  4. jlevet

    Jun 28, 2016 13:40

    Bug due to m_Modifications fields, keeping history of changes, and AssetBundle dependencies are relying on this...

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