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Fixed in Unity 2017.3

Votes

0

Found in

5.6.1f1

Issue ID

912482

Regression

No

[Android] Loading AssetBundles from file fails when bundle is located after 2GB point in a file

Mobile

-

-

Priority: 3Not yet prioritized for a release

-

Severity: 3Workaround is possible

To reproduce:

1. Download and open "TestLargeAssetBundle.zip" project.
2. Build app to the device.
3. Copy the file "test" located in downloaded project's testing folder (TestLargeAssetBundle/testing/test) to persistent data path of the application (Android/data/com.test.test/files).
4. Run logcat to see logs of the application.
5. Run application on the device.
6. Observe outputted logs.

Expected result: All 4 assetbundles are loaded from file.
Actual result: Only 2 first assetbundles are loaded which are located before 2GB point, other assetbundles which are located after 2GB point fail to load.

Reproduced with: 2017.2.0a1, 2017.1.0b6, 5.6.1p1, 5.5.3p4

Devices under testing:

Samsung SM G930F (Galaxy S7), OS:7.0, CPU:arm64-v8a, GPU:Mali-T880,
Build:samsung/heroltexx/herolte:7.0/NRD90M/G930FXXU1ZPK3:user/release-keys

Samsung SM G903F, OS:6.0.1, CPU:armeabi-v7a, GPU:Mali-T720,
Build:samsung/s5neoltexx/s5neolte:6.0.1/MMB29K/G903FXXU1BQC1:user/release-keys

Samsung SM G800F (Galaxy S5 Mini), OS:5.1.1, CPU:armeabi-v7a, GPU:Mali-400 MP, Build:samsung/kminiltexx/kminilte:5.1.1/LMY47X/G800FXXU1BPC4:user/release-keys

Notes: In editor and standalone works fine in all versions except in Unity 5.5.3p4 where the result is the same as on android device (Only 2 assetbundles from file load).

Verified with: 2017.3.0a1

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