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Fixed
Fixed in 6000.0.65f1, 6000.2.X, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4
Votes
0
Found in
6000.0.47f1
6000.2.0a9
Issue ID
UUM-103724
Regression
Yes
"NullReferenceException" error is thrown when swapping between built-in and URP depending on assets loaded out of asset bundles
Reproduction steps:
1. Open the attached “asset_bundle_import_test_2022” project
2. Build, sign and run the Player on a iOS device
3. In the Player on the device, press the “SimpleAssetBundleLoader” Button
4. Observe the Player view
Expected result: The Scene background and a Cube is rendered
Actual result: The Screen turns black and “NullReferenceException” errors are thrown in the Xcode console
Reproducible with: 6000.0.17f1, 6000.0.47f1, 6000.1.0f1, 6000.2.0a9
Not reproducible with: 2022.3.61f1
Couldn't test with: 2023.1.0a1 - 6000.0.16f1 (“PhaseScriptExecution failed …” error in Xcode when building app)
Not reproducible on: macOS Sequoia 15.4 (M1 Max)
Reproducible with these devices:
VLNQA00624, iPhone 16 Pro, iOS: 18.3.1, CPU: Apple A18 Pro
VLNQA00394, iPhone 13 mini, iOS: 18.1, CPU: Apple A15 Bionic
VLNQA00359, iPhone 12 Pro, iOS: 17.6.1, CPU: Apple A14 Bionic
Note: The issue is also reproducible on Android and WebGL, however the reproduction project only contains bundles for iOS and PC testing
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Resolution Note (fix version 6000.5.0a4):
Added new GraphicsSettings.TrySetCurrentRenderPipelineGlobalSettings api to allow updating Render Pipeline Global Settings asset in Player.
To correctly load UniversalRenderPipelineAsset from an AssetBundle you will need to pack a UniversalRenderPipelineGlobalSettings asset too. Then load UniversalRenderPipelineGlobalSettings first, set it as current with a new method and only after set UniversalRenderPipelineAsset.
Check an api documentation page for this method for more details.
Resolution Note (fix version 6000.4.0b3):
Added new GraphicsSettings.TrySetCurrentRenderPipelineGlobalSettings api to allow updating Render Pipeline Global Settings asset in Player.
To correctly load UniversalRenderPipelineAsset from an AssetBundle you will need to pack a UniversalRenderPipelineGlobalSettings asset too. Then load UniversalRenderPipelineGlobalSettings first, set it as current with a new method and only after set UniversalRenderPipelineAsset.
Check an api documentation page for this method for more details.
Resolution Note (fix version 6000.3.3f1):
Added new GraphicsSettings.TrySetCurrentRenderPipelineGlobalSettings api to allow updating Render Pipeline Global Settings asset in Player.
To correctly load UniversalRenderPipelineAsset from an AssetBundle you will need to pack a UniversalRenderPipelineGlobalSettings asset too. Then load UniversalRenderPipelineGlobalSettings first, set it as current with a new method and only after set UniversalRenderPipelineAsset.
Check an api documentation page for this method for more details.
Resolution Note (fix version 6000.0.65f1):
Added new GraphicsSettings.TrySetCurrentRenderPipelineGlobalSettings api to allow updating Render Pipeline Global Settings asset in Player.
To correctly load UniversalRenderPipelineAsset from an AssetBundle you will need to pack a UniversalRenderPipelineGlobalSettings asset too. Then load UniversalRenderPipelineGlobalSettings first, set it as current with a new method and only after set UniversalRenderPipelineAsset.
Check an api documentation page for this method for more details.