Search Issue Tracker
By Design
Votes
0
Found in
5.4.1p3
Issue ID
836854
Regression
No
Building asset bundles do not rebuild if an asset was modified via script
To reproduce:
1. Build Asset Bundles
2. Press play in "main" scene to observe texture loading from asset bundle
3. uncomment Invert.cs
4. Reimport "DarkGreen256" ( this will invert and save the texture )
5. Build Asset Bundles
6. Press play in "main"
Observe the system did not see that any changes were made to the texture and the asset bundle was not modified
Reproducible: 5.3.6p7, 5.4.1p4, 5.5.0b6
Comments (1)
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
philmzo
Nov 19, 2016 10:13
I have the same issue without modification from script, simply changed the prefab color (5.4.0f3).
Unity editor keeps on building a cached version of prefab that no longer exists anywhere in Assets or AssetBundles.
This can't be by design, please point us to explanation if it's by design.