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Crash when loading addressable bundle containing a scriptable object referencing sprites

Discussion in 'Addressables' started by bagelbaker, Jun 26, 2019.

  1. bagelbaker

    bagelbaker

    Joined:
    Jun 5, 2017
    Posts:
    67
    I have a bug report case 1161060 (repro 100%) which I was told by Unity QA team was the same stack trace as this: https://issuetracker.unity3d.com/is...-by-scriptable-build-pipeline-crash-on-access .

    Is this related to the known issue on the change log of 1.1.3-preview? (excerpt below)
    https://forum.unity.com/threads/release-announcements-and-notes.543537/#post-4661054
    ---------------------------------------------------------------------------------------------------------------------------
    - Added support for loading named sub-objects via an "address.name" pattern. So a sprite named "trees" with sub-sprites, could be loaded via LoadAssetAsync<Sprite>("trees.trees_0").
    - Known issue: loading IList<Sprite> from a Texture2D or IList<AnimationClip> from an fbx will crash the player. The workaround for now is to load items by name as mentioned just above. Engine fix for this is on its way in.
    ---------------------------------------------------------------------------------------------------------------------------

    Thanks!
     
  2. unity_bill

    unity_bill

    Joined:
    Apr 11, 2017
    Posts:
    1,053
    Yes, it is the same thing mentioned there.

    in case you haven't clicked that issuetracker link in a while, the change just went in. It's is in 19.3 and 19.2, on it's way further back. As soon as I can get around to it, I'll be updating our samples project with a sprite sample.