Search Issue Tracker

Fixed

Fixed in 2.0.3

Votes

1

Found in [Package]

2.0.3

Issue ID

ADDR-3266

Regression

No

The hash in bundle name changes when the bundle's indirect dependencies are altered [SBP only]

Package: Scriptable Build Pipeline

-

How to reproduce:
1. Open the user attached project “HashChanges.zip“
2. Open Addressables Groups Window (Windows>Asset Management>Addressables>Groups)
3. Build Addressables (Build>New Build>Default Build Script)
4. Navigate to "<ProjectRoot>/Libary/com.unity.addressables/aa/OSX/StandaloneOSX" and see the bundles with the hashes in their names
5. Copy the contents of the OSX folder elsewhere
6. In the Editor, go to the Assets folder and select the D prefab
7. Remove the reference to E so that the value reads "None (Game Object)"
8. Repeat steps 2, 3 and 4
9. Compare the new bundle names with the older bundle names that were copied to a different location

Expected result: The bundles for unchanged assets (A,B,C,E) have the same names and content. The asset bundle D has a new name and new content.
Actual result: The copied bundles and new bundles have different names. Bundle A,B,E have same content yet new hash in the name. Bundle C has changed content a little. Bundle D has changed content a lot.

Some of this Actual behavior may be intentional, but so far we don't' have a clear explanation for what was observed.

Reproducible with: 1.19.19 (2020.3.44f1, 2021.3.17f1), 1.21.2 (2020.3.44f1, 2021.3.17f1, 2022.2.4f1, 2023.1.0b2)

Reproduced on: macOS 13.0.1 (Intel)

Note: Steps 6 and 7 can be done with any of the prefabs in the Assets folder that are named through A and E (e. g. if a prefab B is chosen, than the reference to C needs to be removed and the value should read "None (Game Object)")

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.