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Fixed
Fixed in 6000.0.38f1, 6000.1.0b8, 6000.2.0a1
Votes
0
Found in
6000.0.26f1
6000.1.0a3
6000.2.0a1
Issue ID
UUM-86728
Regression
Yes
AudioClips do not have path or GUID in Build Report and incorrect size is reported
Steps to reproduce:
1. Open the attached user's project "1979642-BuildReport-WrongAssetType.zip"
2. Navigate to "Assets/Editor/BuildScript.cs" and change the platform you want to build on
3. Build the project using the "Build/" item on the menu bar
4. Look at the console for logged AudioClips (search for "Audio")
Expected results: AudioClips has a valid path, referencing "Noise.wav" with a populated GUID
Actual results: Some AudioClips have a blank string reported as it's path, with a 0'd out GUID (See attached Repro.png)
Reproducible with: 2023.1.0a16, 6000.0.26f1, 6000.1.0a3
Not reproducible with: 2021.3.45f1, 2022.3.52f1, 2023.1.0a15
Testing Environment: Windows 11 23H2, MacOS 14.6.1 Intel
Not reproducible on: no other environment tested
Notes:
-The repro will report blank paths as “N/A:{type}” (so for an AudioClip, you should see “N/A:UnityEngine.AudioClip”
-Other audio clips will have the correct path, but have a size of around 100 or so bytes
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Resolution Note (fix version 6000.2.0a1):
Fix PackedAssetInfo.sourceAssetGUID and buildTimeAssetPath for Audio clips in the BuildReport. This applies both to Player builds, and AssetBundles built with BuildPipeline.BuildAssetBundles().