Search Issue Tracker
By Design
Votes
12
Found in [Package]
1.16.6
Issue ID
ADDR-1686
Regression
Yes
[Addressables] Generated Addressables bundle hashes are different depending on the project path
How to reproduce:
1. Open the attached "case_1299153" project
2. Open the "SampleScene" Scene
3. Open the "Window/Asset Management/Addressables/Groups" window in the menu
4. Select the "Build/New Build/Default Build Script" button
5. Navigate to "case_1299153/Library/com.unity.addressables/aa/Windows/StandaloneWindows" and copy the bundles
6. Paste the copied bundles into the "case_1299153/Test" folder
7. Close the project and rename "case_1299153" folder to "case_1299153_Renamed"
8. Follow the 1-6 steps with the renamed project
9. Compare the filenames of the bundles
Expected result: Generated bundles filenames are the same
Actual result: Generated bundles filenames are different
Reproducible with: 1.16.6, 1.19.17 (2019.4.35f1, 2020.3.28f1, 2021.2.11f1, 2022.1.0b7, 2022.2.0a3)
Not reproducible with: 1.16.1 (2019.4.35f1, 2020.3.28f1)
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
- "Browse" button for Xcode in the "Build Profiles" window is too big
- USS styles fail to inherit correctly when contentContainer is overridden in a custom control
- Copying and pasting Animator Transitions leads to unexpected behaviour
- "ShaderGraph" misses a space in the "Project Settings" section
- UI Builder inspector’s checkbox fields can be activated when clicking anywhere in the value field
Resolution Note:
The project is getting renamed and shader prefix mode is set to Use Project Name Hash. In order to prevent bundles from getting rebuilt in this situation, change the Shader Bundle Naming Prefix to Use Default Group GUID, or Custom and give your own set string.