Search Issue Tracker
Not Reproducible
Votes
2
Found in
2021.3.44f1
2022.3.48f1
6000.0.21f1
6000.1.0a7
6000.2.0a1
Issue ID
UUM-82891
Regression
No
IProcessSceneWithReport is not executed when used with Scenes in the Addressables Build
How to reproduce:
1. Open the attached project "IProcessSceneWithReportBug.zip"
2. Build the project
Expected results: A message is logged that AddressablesScene is being processed
Actual results: Only "Stripping development only objects from build in scene SampleScene" is logged
Reproducible with: 2021.3.44f1, 2022.3.48f1, 6000.0.21f1
Reproducible on: Windows 11 23H2
Not reproducible on: No other environment tested
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
- [macOS] Editor window is not restored to previous position when launching the Editor and mouse cursor is on a different screen
- [Usability] Warning message in an Adaptive Probe Volume Component is not informative enough when Realtime Global Illumination is enabled
- Inspector for Adaptive Probe Volumes is not repainted when toggling Realtime Global Illumination setting in the Lighting Window
- Surface Inputs are not rendering when using the custom BaseShaderGUI
- Reflection Problem custom Cubemap loses its reference when HDR is enabled and the platform is switched
Resolution Note:
OnProcessScene does get called for addressable scenes when an Addressables build occurs. It's just returning early in the user script because when Addressables are built, the BuildReport parameter is null.
The BuildReport object is used when a player build occurs, so when an Addressables build occurs separately from a Player build (i.e. building Addressables via the Default Build script menu) the BuildReport object is null. If the "Build Addressables on Player Build" setting is enabled, an Addressables build will be performed before the player build. So in this case the BuildReport object will also be null during the Addressables build.
Note that when an Addressables build has run it will be cached. The cached build data will be used for future builds and if no content has changed it's possible that the addressable scene won't be re-processed.
UnityEditor.EditorUserBuildSettings.development can be used instead of getting the info from the BuildReport object.