Search Issue Tracker
Fixed in 5.2.0
Votes
0
Found in
Issue ID
709286
Regression
No
[AssetBundles] Bundle build hash check does not take subplatform / GraphicsAPIs into account in AssetBundleHashesEqual
When building asset bundles, Unity checks if they need to be rebuilt. But it seems that it does not take active build subtarget (e.g. android texture compression formats) or player settings Graphics APIs into account when computing the hashes.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Add comment