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Fixed in 2018.3.X
Fixed in 2018.2.X
Votes
0
Found in
2018.2.0f2
Issue ID
1064077
Regression
Yes
[Addressables] ContentPipeline.BuildAssetBundles will corrupt ScriptableObjects built via a Class Library
Steps to reproduce:
1. Open user attached project
2. Observe that AddressableAssetsData has all non-null values
3. Run "BUILD/Build Bundles for Test". This generates Legacy Asset Bundles, manual ContentPipeline asset bundles, and Addressables
4. Set Addressables to "Fast Mode".
5. Play the scene
6. Observe that ScriptableObject data for DllClass and DllStruct (which are imported via a Class Library to the plugins folder) have default (non null!) data WHEN loaded from the ContentPipeline asset bundles. Fast Mode bypasses this, and thus, they load correctly
7. Set Addressables to "Packed Mode"
8. Play the scene
9. Observe that ScriptableObject data for DllClass and DllStruct (which are imported via a Class Library to the plugins folder) have default (non null!) data.
Expected result: ContentPipeline.BuildAssetBundles should not corrupt ScriptableObjects built via a Class Library
Reproduced on Adressable System version 0.1.2 - 0.0.18 with 2018.2.1f1 - 2018.2.0b1
Reproduced with Android and Windows platforms
Fixed in: 2018.3.0a8, 2018.2.3f1
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superkerokero
Nov 21, 2020 10:35
Somehow this problem is still present in Unity 2020.1 with Addressables 1.16.10