Search Issue Tracker
Fixed in 2022.2.X
Fixed in 2020.3.X, 2021.2.X, 2022.1.X
Votes
0
Found in
2020.3
2021.2
2021.2.4f1
2022.1
2022.2
Issue ID
1399616
Regression
No
BuildPlayerOptions.assetBundleManifestPath can not be set by using BuildPlayerWindow.RegisterBuildPlayerHandler
Reproduction steps:
1. Open the user attached project
2. Open Build Settings and press Build
3. Wait until the build is finished
4. If another pop-up with a build path appears (2021+ on macOS) agree to rebuild
5. Observe the Console logs
Expected result: The latest log is "assetBundleManifestPath >>AssetBundles.manifest"
Actual result: The latest log is "assetBundleManifestPath >>"
Reproducible with: 2020.3.27f1, 2021.2.10f1, 2022.1.0b6, 2022.2.0a3
Couldn't test with: 2019.4.35f1 (errors after downgrade)
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
- Project Settings panels disappear and do not repaint when entering Play Mode without reloading Domain
- Screen Space Decals ignore Rendering Layer Mask when using OpenGL Graphics API
- Crash on scripting_method_invoke when the Player is build before entering the Play mode in the Editor
- Tile Palette Window zoom level resets when the Window becomes inactive
- [iOS] Exported Xcode "Unity-iPhone" Xcode project shows the "Framework" folder as red
Resolution Note (fix version 2022.2):
Fixed in 2022.2.0a5
Prior to the fix "BuildPlayerOptions.assetBundleManifestPath" could not be set by using "BuildPlayerWindow.RegisterBuildPlayerHandler". The assetBundleManifestPath passed to BuildPlayer as part of the options was being overwritten by "PostprocessBuildPlayer.GetStreamingAssetsBundleManifestPath()" preventing users to overwrite the path. Now the path can be overwritten, however if you fetch the default values again you will have "PostprocessBuildPlayer.GetStreamingAssetsBundleManifestPath()" not the values which were overwritten as part of the "BuildPlayerWindow.RegisterBuildPlayerHandler". The easiest way to validate this is to trace the code. Otherwise you would need to build AssetBundles and ensure some types are solely present in the manifest, put stripping at high and validate that you still have the types in the player code.
Resolution Note (fix version 2022.1):
Fixed in 2022.1.0b15
Resolution Note (fix version 2021.2):
Fixed in 2021.2.19f1
Resolution Note (fix version 2020.3):
Fixed in 2020.3.33f1