Search Issue Tracker
Fixed in 2019.3.X
Votes
4
Found in
2019.1.0a9
2019.2.0a1
2019.3.0a1
2019.3.0a3
Issue ID
1158763
Regression
Yes
Crash when accessing a Mesh via a Mesh Filter in a Coroutine after loading a Prefab from a Bundle
Steps:
1. Download QA attached project (case_1158763_201910a9.zip)
2. Delete Library folder
3. Open project
4. Delete everything in StreamingAssets folder
5. On top menu > Assets > build Asset bundle
6. Open TestScene
7. Click the Play button.
8. Click on the Run Test button.
9. Crash
Expected: Console prints a lot of "PASSED: bla bla bla" logs
Reproducible with: 2019.1.0a9, 2019.1.0b1, 2019.1.4f1, 2019.2.0b4, 2019.3.0a4
Not reproducible with: 2017.4.28f1, 2018.4.1f1, 2019.1.0a8
Fixed in: 2019.3.0a8
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2019.3):
This is fixed by the Assets Pipeline V2 as of 2019.3.0a8.