TL;DR It seems that loading a scene doesn’t seem to care about AssetBundles, and just creates new instances instead of grabbing them from a loaded bundle. Is this a bug that I should report?
In order to detect the surface type of gameObjects in the scene (wood, stone, dirt etc. mostly used to play the right sound and vfx), I decided to used PhysicsMaterials. This way I can know from any collider what its surface type is. However, I’m having the following issue with AssetBundles and scenes:
- I have my PhysicsMaterial in a bundle that we will call “bundleA”.
- I have some prefabs with some colliders with a reference to these PhysicsMaterials in a bundle that we will call “bundleB”.
- I have scenes with instances of these prefabs.
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When I load bundleA then bundleB, everything is working perfectly, the instance of the sharedMaterial of the gameObject’s colliders is the exact same one as the ones in the bundleA.
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When I load bundleB then bundleA, it’s obviously not working, that’s why I am making sure when I load a bundle that I always load all of its dependant bundles first.
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However, when I load a scene, even if I load bundleA before opening that scene, all the gameObjects in that scene have a different instance of the PhysicsMaterials, which means they don’t have the same HashCode or InstanceID or anything… I really don’t want to compare names because of how slow and inconsistent that could be, and I was wondering if there’s any way to tell Unity to not create a new instance of these PhysicsMaterials and grab the ones of the loaded bundleA instead (which to me should be the default behaviour, maybe it’s just a bug?)
Has this happened to anyone before? Does someone have a solution?
Thanks in advance!