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Fixed in Unity 2019.1



Found in


Issue ID




AssetDatabase.LoadAllAssetsAtPath fails to load built in assets

Assets Management



Priority: 2Necessary for shipping a final release


Severity: 2Core functionality majorly impacted

In Unity 2018.2, when attempting to use the "AssetDatabase.LoadAllAssetsAtPath" to load the assets from either "Library/unity default resources" or "Resources/unity_builtin_extra", a Object[] is returned populated with the corresponding assets stored within. However, if you attempt to do this in Unity 2018.3, the returned Object[] is empty.

To reproduce:

1. Download attached project "2018.2 - and open in Unity
2. Press the Menu item labelled "Tests" and execute both functions "Library > unity default resources" and "Resources > unity_builtin_extra"
3. Observe that the text printed to the Console states that no objects were loaded

Expected behavior: Using LoadAllAssetsAtPath to load the paths would load the objects stored at the path
Actual behavior: Using LoadAllAssetsAtPath to load the paths does not load objects stored at paths, and leaves the expecting Object[] empty

- This issue appears on both Windows and macOS

Reproduced on Unity 2018.3.0a1, 2018.3.0f1 and 2019.1.0a11
Not reproduced on Unity 2018.2.19f1
Regression on Unity 2018.3.0a1

Comments (2)

  1. 0f91edb8d4c7859012bc1db05f7a7c50?d=mm


    Feb 28, 2019 01:39

    Is this coming for 2018.3.x anyhow?

  2. 672c7fafacc70edd926d33c3cfbcb695?d=mm


    Dec 03, 2018 14:50

    If you are Windows customer and a music fan, you have definitely been influenced to get Garageband for Windows 10 and Garageband is one of the favored music creating an app.

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