Search Issue Tracker
Fixed in 5.3.7
Votes
0
Found in
5.3.4p4
Issue ID
807275
Regression
Yes
Dependencies of loading asset are not unloaded if UnloadUnusedAssets is called after LoadAssetAsync has finished loading asset
How to reproduce:
1. Open the attached project
2. Check AssetBundleBuilder.cs script and change BuildTarget platform to yours
3. Build AssetBundles (Assets -> Build AssetBundles)
4. Open and play Main scene
5. Check the console and notice warning "The referenced script on this Behaviour is missing!" and error "GameObject (named 'Test') references runtime script in scene file. Fixing!"
Additional note about user experience: We've also seen something similar happen in other projects where there's no error, but UnloadUnusedAssets unloads things that have just been loaded (in flight async load), and they get re-loaded synchronously when accessing them (e.g.AssetBundleRequest.asset) for the first time
Not reproducible: 5.3.3f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Shader Graph Node information is briefly displayed in Graph Inspector when clicking on Category in the Blackboard
- Module installation fails with "Download failed: Validation Failed" errors when using beta.2 Hub version
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Shader Graph Category dropdown cannot be expanded/collapsed when clicking on the text
- Different text alignment in the column header in Entities "System" window
Add comment