Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
0.5.2
Issue ID
1114445
Regression
No
Standalone Windows Player uses an old cached version of addressable asset when a newer one exists in the HTTP server
Reproduction steps:
1. Open the project inside "Vulcan-AddressablesTest3.zip"
2. Change the AddressableAssetSettings to match your RemoteLoadPath
3. Prepare For Content Update, Build For Content Update, Build Player Content and update the HTTP server with the built content
4. Build and Play the Project for Standalone Windows
5. Press on the "Make HD Sphere" and close the Project
6. Delete "Sphere_HD" asset inside the project and replace it with the attached "Sphere_Super-HD.FBX"
7. Make it addressable as "Sphere_HD" and assign it to "Packed Assets" addressable group.
8. Prepare For Content Update, Build For Content Update, Build Player Content and update the HTTP server with the built content
9. Play the built project again and Press on the "Make HD Sphere"
Expected: The project instantiates the new version of the Sphere
Actual: The project instantiates the old cached version of the Sphere
Reproduced on: 2018.3.3f1, 2019.1.0b1, 2019.2.0a2 and package version 0.5.2
Could not test on 0.4.8 due to package errors
Note: Tested with Apache 2.4.37 HTTP server
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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Resolution Note:
This will be resolved in the rewrite of the code (See Bill's note)