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[#81] Fix scene/preload dependencies for Player and Scriptable Build Pipeline builds (#87)
SBP/Addressables name scene files "CAB-<hash>" (and "CAB-<hash>.sharedAssets"),
which the BuildPlayer- scene regex never matched, so no synthetic Scene object
was created: assetbundle_assets scene rows dangled and the scene->dependency
relationship was lost.
Use the AssetBundle object's m_SceneHashes (scene path -> scene SerializedFile)
to key a synthetic Scene object on the scene's file. AssetBundleHandler creates
that object and its assetbundle_assets row; SerializedFileSQLiteWriter resolves
the same id for a "<file>.sharedAssets" file so PreloadDataHandler and the
content loop attach the scene's dependencies to it. Order-independent because the
id is derived deterministically from the file name.
Adds a scene-bundle analyze regression test. SBP-specific fixture data is tracked
separately (issue #86); the SBP path was verified manually against a large
Addressables build.
* Add AssetBundle Format documentation topic
Add Documentation/assetbundle-format.md, a technical, hands-on companion to the
Unity content overview that covers the AssetBundle object (m_Container,
m_PreloadTable, m_Dependencies), asset preload, and how scenes are laid out
inside a bundle (paired SerializedFiles, PreloadData, and m_SceneHashes for SBP
vs the BuildPlayer- naming convention for BuildPipeline.BuildAssetBundles).
Linked from unity-content-format.md.
* Add documentation links to main README
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