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addressables adds hash to builtinshaders.bundle and ignores defaultgroup settings

Discussion in 'Unity Build Automation' started by CineTek, Jun 2, 2021.

  1. CineTek

    CineTek

    Joined:
    Jul 12, 2013
    Posts:
    98
    So after resolving other issues with the addressables system we are now back at Cloud Build.

    We have one player-only build target and one content-only builer for each platform.

    The idea is that the game is as small as possible and on startup loads and caches ALL content from CCD.

    This is all working fine when doing local builds and uploading local addressable assets. However, the builds generated in the Cloud seem to be messing up the localGroup settings.

    Which in return causes the default built-in shaders (e.g. SPRITES!!!) to not render any materials and become pink effectively.

    Our issue seems to be primarily about defaultlocalgroup_unitybuiltinshaders

    We have removed the hash from the localgroup as we noticed different hashes being generated in cloud. So our current settings for the localGroup look like this:
    upload_2021-6-2_15-42-39.png

    Specifically the "bundle naming mode".
    In our local builds this works great, the defaultlocalgroup_unitybuiltinshaders is generated as intended. But in cloud, it is appending the hash - which is different every single time - automatically!

    Unity 2019.4.23f LTS
    Addressables 1.18.4
     
  2. adani_zynga

    adani_zynga

    Joined:
    Oct 6, 2022
    Posts:
    5
    Try changing the 'Content Update Restriction' to 'Cannot Change Post Release'. This might prevent from the hashes being regenerated.