Hi guys,
I have tired using the AssetBundleManifest.GetAssetBundleHash() function to save the hashes of the asset bundle we’re building.
The thing is, I expected each asset bundle to give a different hash then other assets bundle in the build, but all the asset bundles in one run always give the one hash code.
Is this what’s supposed to be happening?
Unity bug?
I resorted to reading the “AssetFileHash” from each asset bundle manifest file (which are not the same across the build).