Search Issue Tracker
By Design
Under Consideration for 2021.3.X, 2022.3.X, 2023.3.X, 6000.0.X
In Progress in 6000.1.X
Votes
0
Found in
2021.3.45f1
Issue ID
UUM-87740
Regression
No
The same PSB/FBX/PNG file returns a different asset hash when imported on a machine with different CPU architecture
Reproduction steps:
1. Open the attached “ASDQWE” project
2. In the Project Window, select the "Assets/Textures/Chippy_Puppy_Final.psb" file
3. From the top menu, select Unity Support > Log Asset Dependency Hash
4. Observe the Console Window log
5. Repeat 1 - 4 steps with another machine with a different CPU architect (e.g. MacBook Pro Intel and M1)
Expected result: The logs display the same hash values for both machines
Actual result: The logs display different hash values for both machines
Reproducible with: 6.0.9 (2021.3.43f1)
Reproducible on: MacOS 14.6.1 (Intel, M1 (user’s))
Not reproducible on: No other environment tested
Note: The issue was not locally reproduced by CQA. We only observed the hash values differing for different devices (MacBook Pro 2019 (Intel) and Mac Studio 2022 (M2))
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
- Property field override bar does not update transparency correctly when switching between valid and invalid GameObjects
- Project window selection is not updated when search term is changed
- Error when adding valid MonoBehaviour script to Prefab in Project window
- Editor Launch Screen will close when Enter is pressed on it
- ObjectPool's pool is destroyed when entering Play Mode without reloading Domain
Resolution Note:
Having float determinism across architectures isn't currently in place unfortunately, it's a limitation in our current system