Search Issue Tracker
Won't Fix
Votes
0
Found in
5.3.7f1
Issue ID
910082
Regression
No
Pre-compiled shader doesn't change Asset Bundle's hash when built in other Unity versions
How to reproduce:
1. Open user provided project in 5.3.7
2. Build asset bundles
3. Notice the hash of the bundles
4. Repeat the process in Unity 5.6
5. Notice the built bundle has the same hash
Expected behaviour: In different versions of Unity the pre-compiled shader is different, meaning the built asset bundle should have a different hash.
Reproduced on: 5.3.7f1 -> 5.6.1f1
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
- Crash on ShaderLab::ShaderState::ApplyShaderState when entering Play Mode and calling ShaderWarmup.WarmupShaderFromCollection with a shader that has dynamic_branch
- Crash on operator delete[] when a serializable structure in the System namespace is serialized by a MonoBehaviour
- [macOS] forward and backward mouse buttons are recognized as middle mouse button
- NavMeshModifier.OnEnable/OnDisable gets progressively slower when called repeatedly
- "System.Net.CookieContainer" throws an "ArgumentException" error when using a non-UTF-8 machine locale and hostname
Evaldas_Unity
Jan 02, 2018
As a workaround, the CRC values (not the hash values) generated in the .manifest files could be used for versioning of asset bundles.