Windows10 and macOS use BuildContentUpdate to generate different .bundles without modifying any resources.
If the two operating systems are windows10, the .bundle will not change.
The buildle Name is Append Hash.
nilsdr
October 17, 2019, 7:59am
2
Are you building for the same target platform?
Yes, the same platform Android.
It’s expected behaviour. Unity guarantees deterministic only on the same machine. See more discussions on,
We have been doing some further testing of Addressables and have run into some issues.
In one simple example, we have addressables referencing some scenes and some prefabs. When I build the bundles on my Mac, they are all built and play correctly. When they are built on a Windows PC - exactly the same setup, they are all built again but the asset bundles containing any scenes are named with a different hash and a few bytes different. On another Windows PC they were built again successfully, bu…
We are currently getting familiar with addressables package in our project. Version 1.1.7.
Seems like hashes in asset bundle names are randomized and are not reproducible.
Steps to reproduce:
Clean repo by running git clean -xdf && git reset --hard
Do a fresh project import with iOS target
Click to Build Player Content
downloadablegroup_assets_all_b489b444bcd325a8957ba52060eb1e0d.bundle file is created
Clean, import and build once again
downloadablegroup_assets_all_311bc64f0f43adf17aae3842cf…
So short answer, always use the same machine to process content update workflow.
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