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Fixed

Fixed in 2021.3.41f1, 2022.3.34f1

Votes

4

Found in

2021.3.36f1

2022.3.21f1

Issue ID

UUM-66821

Regression

Yes

Scene AssetBundle manifest file names have hashes attached when AssetBundles are built

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Reproduction steps:
1. Open the “ReproProject“ project
2. Open the Asset Bundle Browser window (Windows > Asset Bundle Browser)
3. Open the Build tab by pressing the “Build” button in the Asset Bundle Browser window
4. Press the “Build” button
5. Observe the files in the “Assets/AssetBundles/WebGL” folder

Expected result: The scene manifest files are named “test1.manifest“ and “test2.manifest“
Actual result: The scene manifest file names have hashes

Reproducible with: 2021.3.36f1, 2022.3.8f1, 2022.3.21f1
Not reproducible with: 2022.3.7f1, 2023.2.14f1, 6000.0.0b11

Reproducible on: Windows 11 Pro (22H2)
Not reproducible on: No other environment tested

Note: This issue reproduces in both WebGL, and Windows Build Targets

  1. Resolution Note:

    AssetBundle window has an option "Advanced Setting->Append Hash" which controls if the file name have a hash or not. In the attached project this option was checked, but it was hidden because "Advance Settings" was collapsed. With the option unchecked the output files don't have the hash.

Comments (3)

  1. imanirajdoost

    May 20, 2024 08:24

    To clarify, it's the ".manifest" files that should not have hashes, but they do which does not make sense

  2. imanirajdoost

    May 20, 2024 07:34

    The expected result even if the option is checked is to have scenes without hashes because it doesn't make sense to add hash to the scene names. In previous versions of Unity, this was not the case and the scenes never had hashes even if "Append hash" was checked. Our system is based on this behaviour and due to this change, we can no longer use Unity Cloud and we have migrated to TeamCity in order to write a script that manually removes the hashes from scene names (but keep all other hashes).

  3. imanirajdoost

    Mar 26, 2024 13:22

    +1 So that it gets fixed soon

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