Search Issue Tracker
Fixed in 2018.3.X
Votes
2
Found in
2018.3.0b7
Issue ID
1096334
Regression
Yes
[AssetBundles] Building AssetBundles on iOS and Android throws errors
How to reproduce:
1. Open the attached project
2. Switch platform to iOS or Android
3. Build AssetBundles by pressing on one of the options Assets->Build Uncompressed/LZMA/LZ4 AssetbBundle
Result: Asset Bundles are built but one gets 4 errors, but it builds successfully
HasCoreStatsInBuild is only valid when called while building the player!
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget)
ExportAssetBundles:BuildLZ4CompressedAB() (at Assets/Editor/ExportAssetBundles.cs:64
Reproducible: 2018.3.0a5, 2018.3.0b7, 2019.1.0a1, 2019.1.0a7
Not reproducible: 2018.2.9f1
Tested and reproduced: when building iOS or Android AssetBundles. tried Uncompressed, LZMA and LZ4
Didn't reproduce: when building OSX AssetBundles
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
DutchRoseMedia
Nov 13, 2018 14:54
Seeing the same, does still output bundles though
robochase
Nov 06, 2018 00:16
I'm seeing this too building Android bundles on 2018.3.0b8
Compression method is 'Default' in BuildSettings.
It seems to be building bundles for me so ???
robochase
Nov 06, 2018 00:16
I'm seeing this too building Android bundles on 2018.3.0b8
Compression method is 'Default' in BuildSettings.
It seems to be building bundles for me so ???