Search Issue Tracker
Duplicate
Votes
0
Found in
2018.4.14f1
2019.2.15f1
2019.3.0f2
Issue ID
1208559
Regression
Yes
Sprite Atlas Hash changes between build targets
How to reproduce:
1. Open the attached project "case_1186887-SpriteAtlasPerforceIssue.zip"
2. Text edit the file 'Atlas.spriteatlas', check the "storedHash/Hash" value
3. Initial hash for iOS is '1781eda60fd1db9c9c8c02ca50aaa6a7'
4. Switch to another build target (Android for instance) and build the project
5. Check 'Atlas.spriteatlas' file again
Expected results: Hash should remain the same.
Actual result: Hash changes between build targets (for example Android, the hash should be: 843ea83e5aa204fe25e7fdf7349968c8)
Reproduced on: 2018.4.15f1, 2019.2.17f1, 2019.3.0f4
Not reproducible: 2020.1.0a18
Edit:
1. Sprite packer mode must be in "Always Enabled" which is the option by default
2. This bug is caused by this fix in Case 1186887
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
- 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
- Crash on ModelImporter::ImportSkinnedMesh when disabling "Strip Bones" on a specific FBX model
- WebGL Development builds ignore the "Compression Format" setting when using "Gzip" compression
- [tvOS] Project crashes on startup on Apple TV simulator (both X86_64 and ARM64 architectures)
This is a duplicate of issue #1203619