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Feature Request

Votes

0

Found in

6000.0.60f1

6000.2.8f1

6000.3.0b5

6000.4.0a2

6000.5.0a1

Issue ID

UUM-122601

Regression

No

[Accelerator] Texture uploads to the cache server are duplicated when switching between Texture Formats

-

When changing Texture Format of an image, the artifact is uploaded to the cache server every time.
This is expected to happen once for each texture format, but it also happens when using a texture format that has already been uploaded.

This creates an issue where if Default/Automatic is selected, the image will be imported and re-uploaded every time, depending on which texture format is used (depending on which platform is selected)

1. Open the “IN-121098.zip” project.
2. Ensure that Cache Server is enabled/connected (Preferences>Asset Pipeline)
3. Open Editor Log.
4. Change Texture Format in the image Import Settings (to any format).
5. Notice in the Editor Log that the artifact was uploaded.
6. Switch back to the previous Texture Format.
7. Notice in the Editor Log that the artifact was uploaded.
8. Switch back and forth, and you can notice the artifact being uploaded every time.

Expected: Artifact is uploaded once for each format.
Actual: Artifact is uploaded on every texture format change.

Reproducible in: 2023.1.0a1, 6000.0.60f1, 6000.2.8f1, 6000.3.0b5, 6000.4.0a2

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Note: Tested using local cache server setup

  1. Resolution Note:

    This is unfortunately a consequence of how the ImportAsset API works currently.
    ImportAsset will import no matter if there is a valid cached result or not.
    Changing the format of a texture in the inspector, and clicking apply, will call this API, which is why you are experiencing this in your case.
    To change this would mean either changing the ImportAsset API, or creating a new one that only imports when there is no valid cached result.

    Given that this is the expected behavior of this API, and given that it's not causing any functional issues, I will convert this bug to a feature request.
    This means that we are aware of this unfortunate behavior, and we will work towards changing it in a future release of Unity.

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