Search Issue Tracker
Fixed
Fixed in 1.22.3, 2.4.3
Votes
0
Found in [Package]
2.3.1
Issue ID
BPSBP-1076
Regression
No
BuildAssetBundleOptions.AppendHashToAssetBundleName yields different results when using CompatibilityBuildPipeline and BuildPipeline
How to reproduce:
1. Open the attached "IN-92966" project
2. Open the “SceneTest” Scene
3. Navigate to “Example” > “Build AssetBundles” inside the Editor window
4. In the project directory folder, locate and open the “MyBuild” folder,
5. Ensure that the folder is configured to show file name extensions
6. Observe the “Meshes.bundle” and “Scenes.bundle” files
7. Delete the “MyBuild” folder
8. In the Editor, navigate to “Example” > “Build Broken AssetBundles”
9. Repeat steps 4-6
Expected result: Hash is set before the file name extension
Actual result: Hash is set after the file name extension
Reproducible in: 1.21.25 (2022.3.56f1) , 2.2.4 (2022.3.56f1, 6000.0.35f1, 6000.1.0b3)
Could not test with: 1.21.25 (2021.3.48f1) ({{BuildAssetBundlesParameters}} is not recognized as a valid struct)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Note: Issue is related to the Scriptable Build Pipeline package
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Popup windows spawn on the incorrect monitor when the Editor is placed near the boundary of scaled monitor next to a monitor with different scaling
- Hidden Tabs do not shift into empty space after closing visible Tabs
- [Android] Application not deployed on a device when "activity-alias" is used in the AndroidManifest
- Shader compile process adds shader ID to the constant buffer name when the word "Globals" is being used in Vulkan
- Audio Mixer Snapshot link to the documentation isn’t working
Add comment