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Votes
0
Found in
2021.3.28f1
2022.3.5f1
2023.1.5f1
2023.2.0a23
Issue ID
UUM-43120
Regression
No
Crash on BuildPipeline::BuildAssetBundlesInternal when calling BuildPipeline.BuildAssetBundles after deleting a Prefab
How to reproduce:
1. Open the attached project "Dummy.zip"
2. Click Version>BuildAssetBundle
Reproducible with: 2021.3.28f1, 2022.3.5f1, 2023.1.5f1, 2023.2.0a23
Reproducible on: Windows 10
First few lines of the stack trace:
0x00007FFEC5424F44 (Unity) CalculateAssetBundlesToBeBuilt
0x00007FFEC5420F56 (Unity) BuildAssetBundlesImplementation
0x00007FFEC5420564 (Unity) BuildAssetBundles
0x00007FFEC3E3E8C0 (Unity) BuildPipeline::BuildAssetBundlesInternal
0x00007FFEC3BD0FCC (Unity) BuildPipeline_CUSTOM_BuildAssetBundlesInternal
0x000002D441EB5F12 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildAssetBundlesInternal_Injected (UnityEditor.BuildAssetBundlesParameters&)
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Resolution Note:
From the build team's investigation, it looks like the Asset isn't deleted in the AssetDatabase. We would recommend users use AssetDatabase.DeleteAsset as opposed to File IO in these cases.
If further issues arise with AssetDatabase.DeleteAsset then that would be a good bug to file!