Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.3.5f1
Issue ID
808472
Regression
No
Unity fails to import data when Asset Serialization Mode set to Force Binary on the first import
Steps to reproduce :
1) Download attached project " 123213213.zip" and open in Unity.
2) In Project tab, click on "Rewired1.0.0.89.U5" asset and press Import.
3) After importing asset, press cancel on dialog window, and Okay on the next one.
4) In Project tab, click on Rewired >> Internal >> Data >> Controllers >> and click on ControllerDataFiles.
Note : There is no data showed in Inspector tab (see attached image "noData.png").
5) In Project tab, click again on "Rewired1.0.0.89.U5" asset and press Import.
Note : Click again on ControllerDataFiles and check Inspector tab, you will notice that data is successfully imported. (see image attached "imported.png")
Expected results: Unity should import Binary data from the first time.
Actual result : Data being successfully imported after 2nd time.
Tested versions :5.2.4f1, 5.3.5f1, 5.3.5p6, 5.4.0b24
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build and Run button greyed out for locally invalid architecture, despite remote build is specified
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
Add comment