Using Addressables to generate asset bundles, causes the generated asset bundles to be different, even though the content of the source data did not change.
Please see the attached video for a full walk-through.
I tested Unity 2019.4.16f1 and Addressables 1.16.15.
Reproduce
- Open attached projct
- Open “Window > Asset Management > Addressables > Groups”
- In Groups window press “Build > Clean Build > All”
- In Groups window press “Build > New Build > Default Build Script”
- Open folder “Library\com.unity.addressables\aa\Windows\StandaloneWindows”
- Copy samplescene_scenes_all*.bundle to a new folder and call it 1.bundle
- In Groups window press “Build > Clean Build > All”
- In Groups window press “Build > New Build > Default Build Script”
- Open folder “Library\com.unity.addressables\aa\Windows\StandaloneWindows”
- Copy samplescene_scenes_all*.bundle to a new folder and call it 2.bundle
- Change the Aspect ratio in GameView
- Change the Window Layout in the Editor
- In Groups window press “Build > Clean Build > All”
- In Groups window press “Build > New Build > Default Build Script”
- Open folder “Library\com.unity.addressables\aa\Windows\StandaloneWindows”
- Copy samplescene_scenes_all*.bundle to a new folder and call it 3.bundle
- Perform a binary compare on the three bundle files, under windows use “fc /b 1.bundle 2.bundle” on the command-prompt
Actual
The generated bundles are bit-wise different.
Expected
Build System outputs bit-wise identical bundles if the source content did not change.