Search Issue Tracker
Duplicate
Votes
1
Found in [Package]
1.21.1
Issue ID
ADDR-3252
Regression
No
AssetBundles have missing meshes when building with static batching enabled
How to reproduce:
1. Open the attached “MSGVProject” project
2. Select “Window” → “Asset Management” → “Addressables” → “Groups” in the main menu
3. Select “Build” → “New Build” → “Default Build Script”
4. Open scene “Scenes/SceneLoaderSupport”
5. Make sure the “Scene Loader” script is enabled in the main camera
6. Select “Play Mode Script” → “Use Existing Build” in the Addressables Groups window
7. Enter Play Mode
8. Switch to Scene view
9. Observe the Vegas prefab
Expected result: No prefab sections are missing
Actual result: Some prefab sections (seats) are missing
Reproducible with: 1.20.3 (2020.3.39f1, 2021.3.11f1, 2022.1.17f1), 1.20.5 (2022.2.0b9, 2023.1.0a12)
Reproducible on: Windows 10
Note: If the issue does not reproduce, clear the build cache in the Adressables Groups window and repeat steps 3-9
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
- Shader Graph Create Node window cannot be resized or moved after maximizing and reopening it
- [Usability] Cannot toggle Scene checkboxes using TAB/Enter in Build Profiles’ > Open Scene List
- Installing HDRP package throws Shader Graph validation warning about Exposure node when installed in Universal 3D Template
- ShaderGraph “Create Node” menu’s resize icon overlaps with the menu's scrollbar
- ShaderGraph “Create Node” menu’s Search bar's typing cursor is barely visible since it's black on a dark background
Resolution Note:
Duplicate of another issues that should be fixed now
Duplicate of another internal issue: UUM-11427: [Being Backported] Static Batching causes meshes to disapear in SBP