Search Issue Tracker
By Design
Votes
0
Found in
6000.0.47f1
6000.1.0f1
6000.2.0a9
Issue ID
UUM-103724
Regression
Yes
"NullReferenceException" error is thrown when swapping between built-in and URP depending on assets loaded out of asset bundles
Reproduction steps:
1. Open the attached “asset_bundle_import_test_2022” project
2. Build, sign and run the Player on a iOS device
3. In the Player on the device, press the “SimpleAssetBundleLoader” Button
4. Observe the Player view
Expected result: The Scene background and a Cube is rendered
Actual result: The Screen turns black and “NullReferenceException” errors are thrown in the Xcode console
Reproducible with: 6000.0.17f1, 6000.0.47f1, 6000.1.0f1, 6000.2.0a9
Not reproducible with: 2022.3.61f1
Couldn't test with: 2023.1.0a1 - 6000.0.16f1 (“PhaseScriptExecution failed …” error in Xcode when building app)
Not reproducible on: macOS Sequoia 15.4 (M1 Max)
Reproducible with these devices:
VLNQA00624, iPhone 16 Pro, iOS: 18.3.1, CPU: Apple A18 Pro
VLNQA00394, iPhone 13 mini, iOS: 18.1, CPU: Apple A15 Bionic
VLNQA00359, iPhone 12 Pro, iOS: 17.6.1, CPU: Apple A14 Bionic
Note: The issue is also reproducible on Android and WebGL, however the reproduction project only contains bundles for iOS and PC testing
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
- WebGL Player with WebGPU Graphics API fails to render Scene when custom Render Feature is used
- “EndLayoutGroup” error thrown when changing Shader Precision Model settings in Build Profiles window > Player Settings Overrides
- Button hover state uses default theme color when a custom .uss is applied
- Samples Showcase script warning does not clear after enabling required settings until GameObject is reselected
- VFX Particles receive shadow artifacts when using ShaderGraph with enabled shadows and Face Camera Plane Orient mode
Resolution Note:
Mixing different rendering pipelines between asset bundles and player build is currently not supported. Any asset bundle should be built using the same render pipeline (URP / HDRP / Builtin) that will be used a runtime to load the asset bundle. This is due to data not being used by the active render pipeline being stripped during the build process.