Hey, thanks for the feedback! I’m just curious, is the current code breaking something in your project or is more of a performance concern? I can make a ticket for us to look into this, but it’ll help to have as much context as I can. Thanks!
It dosen’t break anything in our project. I found this issue when I’m finding what causes the size of the catalog become large. I found there was 35017 ContentCatalogDataEntries in the catalog and some of them were not expected like ContentCatalogDataEntries above.
I modified the code of GatherMainAndReferencedSerializedTypes method to filter types which dosen’t inherit from UnityEngine.Object. The count of ContentCatalogDataEntry reduced to 21638, although the difference of the size of the catalog is small (reduced 0.61MB).
I have the same issue , it seems. Is Alan’s suggestion just treating the symptoms or the root cause? It seems that the fix should be somewhere deeper in the ContentBuildInterface.GetTypeForObjects(..) method, right?
Anyway, is there any ETA for a patch/fix?
Modifying a package’s code is less ideal…
Can you edit with the link? I cannot find that issue number anywhere. Thanks!
Btw, can you paste your modifications exactly?
Hi all this will be fixed in the next release (1.20.2)
“Fixed issue where Serializable types of structs and class members of MonoBehaviour or ScriptableObjects would be returned as a location with GetResourceLocations but would not be loadable.”
There is an internal ticket regarding this issue that was sent to us earlier.