Search Issue Tracker
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
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
Comments (3)
-
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
-
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).
-
imanirajdoost
Mar 26, 2024 13:22
+1 So that it gets fixed soon
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
- Rigged GameObject doesn’t return to its idle state when disabling "Preview" and the GameObject has nested rigged GameObjects
- Error "ArgumentException: Trying to use an invalid resource" when creating custom post-processing effect in URP
- [DX12] GameObjects using CommandBuffer DrawProcedural and DispatchCompute calls have color flicker when changing color and moving mouse cursor
- The Player becomes unresponsive after resolution switch in Exclusive Fullscreen mode when using DX12 Graphics API
- (Apple Silicon) Floating point inconsistencies between mono and il2cpp
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.