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Found in [Package]

1.3.8 - Entities

Issue ID

ECSB-1482

Regression

No

Events sent through a ScriptableObject fail to trigger the VFX Graph when the emitter is located in a Subscene

Package: Entity Component System (ECS)

-

How to reproduce:
1. Open the project “IN-89679_ScriptableObject”
2. Click on File → Build and Run
3. Observe the Cube

Expected result: Particles burst out of the Cube
Actual result: No particles are seen next to the Cube

Reproducible with: 1.2.4 (6000.0.22f1), 1.3.8 (6000.0.34f1, 6000.1.0b3)
Could not test with: 2022.3.55f1 (Custom Latios Package not supported)

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Notes

* IMPORTANT: The project has problems with long path names. To avoid issues, I recommend unzipping directly in the disc. Example: “C:/<unzipped-files>”
* In the project zip there are two folders, one is for the project, the other is for the non-unity package “Latios”
* A custom package is used in this reproduction project which is attached with the project zip. [GitHub - Dreaming381/Latios-Framework: A Unity DOTS framework for my personal projects|https://github.com/Dreaming381/Latios-Framework]
* In Editor the particles do appear, while in the build they do not

  1. Resolution Note:

    This behaviour is expected.
    When an asset is referenced through a UnityObjectRef in a baker, then at build time, the asset will be copied into a content archive dedicated for either one or multiple subscenes. (See https://docs.unity3d.com/Packages/com.unity.entities@1.3/manual/content-management-intro.html for a bit more information on the Content Management system)
    When an asset is referenced in a MonoBehaviour, then at build time, the asset will be added to a resource file where most non ECS linked resources are stored.
    Therefore, even though a MonoBeahviour and the resulting IComponentData are referencing the same asset in the editor, it will be two different assets at runtime. This is why you are seeing two different InstanceIDs when you launch the player.

    It is understandably slightly confusing, so we are looking into adding a section of this to our docs in the near future.

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