Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2020.1.X
Votes
0
Found in
2020.1.0b2
2020.1.0f1
2020.2.0a2
Issue ID
1269880
Regression
Yes
'globalgamemanagers.assets' file is not deterministic when comparing two builds of the same project
Reproduction steps:
1. Open the attached project ("case_1269880-ReproducibleBuilds.zip")
2. In the top toolbar, select Build > Windows Build With PostProcess
3. Close Unity
4. Navigate to the "<ProjectDirectory>/build/MyGame_data"
5. Make a copy of "globalgamemanagers.assets" file
6. Re-open the project and repeat the same steps
7. Compare both "globalgamemanagers.assets" files
Expected result: Both files are identical
Actual result: Files have two-byte difference in the header
Reproducible with: 2020.1.0b2, 2020.1.3f1, 2020.2.0a2, 2020.2.0a21
Not reproducible with: 2018.4.26f1, 2019.4.8f1, 2020.1.0b1, 2020.2.0a1
Note: On 2018.4 stream, file headers match, but they have other differences
-
AndrewSpalato
Feb 26, 2024 06:42
Happens also on Unity 2022.3.10f1 and 2022.3.17f1. Workaround is restarting Unity and trigger a build without playing in the Editor. It is annoying though and does not provide enough info on what the name of the asset was.
-
reckoning47
Oct 26, 2023 02:09
Seeing this on 2022.3.4 as well.
-
kaarloew
Sep 02, 2021 11:56
We are still seeing serialization issues with globalgamemanagers.assets, it gets corrupted on second build we do on both iOS and Android platforms. Using Unity 20203.15f2
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
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0b1
Resolution Note (fix version 2020.1):
Fixed in 2020.1.5f1