Search Issue Tracker
Fixed in 5.6.0
Votes
32
Found in
5.2.2f1
Issue ID
741536
Regression
No
Loading an assetbundle with a GameObject that uses MonoBehaviours in .dll that was never built will result in a Missing script
I think the solution here involves pairing plugins and asset bundles - the user needs the plugin to unpack the DLL then the asset bundle can be handled as usual. Interesting use case, but I think also closer to an edge case.
Reproduction steps:
1. Open attached project
2. Click the menu item "Test Build/Separate Bundles For Dlls"
3. Observe emitted warnings: "Unrecognized assets cannot be included in AssetBundles: {dll file}"
4. Open the "Main" scene
5. Play the scene
6. Observe that the instantiated objects have missing MonoScript references
7. In the root of the Unity project in the folder "assetbundles/assets" open the file called "testprefab.assetbundle.manifest"
8. Observe the dependency to an assetbundle that doesn't exist
Actual result: When building a prebuilt .dll on its own in an assetbundle with the BuildPipeline.BuildAssetBundles API and then loading an assetbundle with a GameObject that uses MonoBehaviours in the .dll asset that was never built will result in a Missing MonoScript.
Expected result: The BuildPipeline.BuildAssetBundles API shouldn't emit a warning when supplied with a .dll asset, but instead build a regular assetbundle with the necessary data to enable other assetbundles to reference a MonoBehaviour or ScriptableObject in a DLL at runtime.
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
- [HDRP] APV debug mode Validity Over Dilation Threshold doesnt take touchup volumes in account
- Performance cost of looping animations increases over time
- [HDRP] Recursive rendering refraction is very different compared to Rasterization/PathTracing
- [VFX] Skinned Mesh Renderer sampling first frame after culling in T-Pose
- Can't select color from Editor with color picker when Unity Editor is on Secondary monitor
mayasarii876
Mar 09, 2022 03:10
http://103.56.148.201/
http://103.56.148.201/newmpo
http://103.56.148.201/mpo17
http://103.56.148.201/mpomm
http://103.56.148.201/mpotower
http://103.56.148.201/parisklub
http://103.56.148.201/juraganslot
http://103.56.148.201/mpo500
http://103.56.148.201/mpokick
http://103.56.148.201/mpoyes
http://103.56.148.201/xyzklub
http://103.56.148.201/betmpo
http://103.56.148.201/ogslot88
http://103.56.148.201/hoki777
http://103.56.148.201/mpojuta
http://103.56.148.201/299slot
http://103.56.148.201/mpo188
http://103.56.148.201/mpogacor
http://103.56.148.201/mpo300
http://103.56.148.201/rgo365
http://103.56.148.201/kingdom288
http://103.56.148.201/wigompo
http://103.56.148.201/mpo8899
http://103.56.148.201/mpopelangi
http://103.56.148.201/mpo555
http://103.56.148.201/dutampo
http://103.56.148.201/klik368
http://103.56.148.201/388hero
http://103.56.148.201/19dewa
http://103.56.148.201/mpoxl
http://103.56.148.201/mpoas
http://103.56.148.201/mposun
http://103.56.148.201/qqslot
http://103.56.148.201/mposport
http://103.56.148.201/dewa234
http://103.56.148.201/mesinmpo
kae
Jan 06, 2016 08:00
As I wrote in the original issue, the desired behaviour is that the BuildPipeline.BuildAssetBundles API will not emit a warning when supplied with a .dll asset, but instead build a regular assetbundle with the necessary data to enable other assetbundles to reference a MonoBehaviour or ScriptableObject in a DLL at runtime.
Not just "Warnings shouldn't appear"