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Bug (Case 1357228) Addressables "Shader Bundle Naming Prefix" settings don't seem to work

Discussion in 'Addressables' started by Peter77, Aug 11, 2021.

  1. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,623
    Unity 2019.4.20f1, Addressables 1.18.15

    The
    Shader Bundle Naming Prefix
    settings don't seem to work or the actual behavior is unexpected and needs to be documented.



    Reproduce
    1. Create project and add Addressables package
    2. Select "Assets/AddressableAssetsData/AddressableAssetSettings.asset"
    3. Change "Shader Bundle Naming Prefix" to "Custom" and enter "helloworld"
    4. In Addressables Groups window choose "Build > New Build > Default Build Script"
    5. Open directory "Library\com.unity.addressables\aa\Windows\StandaloneWindows64"

    Actual
    1. The option says "prefix" but Addressables actually changes the filename suffix
    2. The generated "defaultlocalgroup_unitybuiltinshaders" is suffixed with a hash like defaultlocalgroup_unitybuiltinshaders_aeeaed3bcef7c50a6ce7c33848dd27ee.bundle

    Expected
    1. When the option says "prefix" it should prefix the name, not suffix it.
    2. The custom name can't be found in the generated filename or the documentation needs to be updated with the proper behavior.
     
    Jonas-Neuston likes this.
  2. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,623
  3. LilKitty52

    LilKitty52

    Joined:
    Dec 18, 2023
    Posts:
    1
    Thank you so much for showing how to make .bundle files! I've been making a mod for lethal company that uses that suffix, I've spent countless hours trying to figure out how to do it.