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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

Build Pipeline

-

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)

  1. 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.

  2. Resolution Note (fix version 2022.1):

    Fixed in 2022.1.0b15

  3. Resolution Note (fix version 2021.2):

    Fixed in 2021.2.19f1

  4. Resolution Note (fix version 2020.3):

    Fixed in 2020.3.33f1

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