Search Issue Tracker
Fixed in 2022.1.X
Fixed in 2020.3.X, 2021.2.X
Votes
2
Found in
2020.1.0a19
2020.3
2020.3.11f1
2021.1
2021.2
2022.1
Issue ID
1341180
Regression
Yes
TextAsset.bytes includes UTF-8 header when loading a file from AssetBundle
How to reproduce:
1. Open the attached '1341180.zip' project
2. Open the SampleScene
3. Enter the Play mode
4. Press the 'Load' button
5. Observe the Console
Expected result: 'textAsset.bytes.Length 4' gets printed in the Console
Actual result: 'textAsset.bytes.Length 7' gets printed in the Console
Reproducible with: 2020.1.0a19, 2020.1.17f1, 2020.3.14f1, 2021.1.14f1, 2021.2.0b3, 2022.1.0a1
Not reproducible with: 2018.4.36f1, 2019.4.29f1, 2020.1.0a18
Note:
- AssetBundles can be rebuilt via Assets > Build AssetBundles
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2022.1):
Fixed in: 2022.1.0a16
Resolution Note (fix version 2021.2):
Fixed in: 2021.2.8f1
Resolution Note (fix version 2020.3):
Fixed in: 2020.3.26f1