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Fixed in 2021.3.19f1, 2022.2.6f1, 2023.1.0b3, 2023.2.0a1



Found in





Issue ID




[Texture][Version Control] Importing certain textures with multiple sprites cause arbitrary changes in nameFileIdTable mapping in meta file



Steps to reproduce:
1. Open the attached user's project "My project (1).zip"
2. Setup Plastic SCM and complete the initial commit
3. Reimport "Assets/CombatThemes/Tileset_Boneyard.png"
4. Check the Plastic SCM "Pending Changes" window to see that the file has pending changes (See the attached AfterReimport.png)

Expected results: When setting the exact same settings as previously used for importing, the meta file should not change arbitrarily. As the mapping is a simple string to id map, its order does not matter, and should not then change if the mapping does not change
Actual results: after the reimport, the metafile has arbitrary changes in the nameFileIdTable mapping, causing it to show up as changed file in the version control

Reproducible on: 2021.3.16f1, 2022.2.2f1, 2023.1.0a10
Not reproducible on: 2023.1.0a25, 2023.1.0a11
Unable to test on 2020.3.44f1 due to nameFieldTable being introduced in 2021.3

- The asset is preprocessed using TextureAssetPostProcessor.cs, which sets some importing flags. If this importer is disabled (ie. the SetTextureSettings and SetPlatformTextureSettings are ignored), the issue does not reproduce. However, if we don't do those settings, then Unity starts to complain about asset inconsistency
- This also reproduces with git instead of Plastic SCM

  1. Resolution Note (fix version 2023.2.0a1):

    Fix for this issue will be available on Unity 2023.2.0a1 and above

  2. Resolution Note (fix version 2023.1.0b3):

    Fix for this issue will be available on Unity 2023.1.0b3 and above

  3. Resolution Note (fix version 2022.2.6f1):

    Fix for this issue will be available on Unity 2022.2.6f1 and above

  4. Resolution Note (fix version 2021.3.19f1):

    Fix for this issue will be available on Unity 2021.3.19f1 and above

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