Hi, we are encountering a strange problem of missing static meshes in asset bundle.
In Editor (with which Play Mode Script of Addressables is set to “Use Asset Database”), everything is fine. But if we build the project and run on a device (Meta Quest/Quest2), sometimes some random static meshes in some scenes are missing.
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It begins to happen since we update the Unity version to 2020.3.32f1 (Addressables 1.18.19), and it never happened before updating from Unity 2019.4.8f1 (Addressables 1.18.9).
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We are putting each scene file (map) into individual bundle files, and the settings are as shown in the screenshot below.
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It does not happen for scenes not using addressable asset bundles.
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It only happens for meshes in game object with “Batching Static” on. Indeed, for those missing meshes, if we turn off the “Batching Static” flag and rebuild the project, the missing meshes reappears. However, other static meshes may be missing.
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We suspected that it is caused by the quads in the meshes as stated in the following thread, but it turns out to be unrelated, since it still happens after we converting all the quads to tris
Missing objects with static batching after building. -
There is also a thread stating that Probuilder may lead to mesh missing, but in our case it also happens for scenes without probuilder mesh.
Probuilder: exporting prefabs leads to missing mesh and other weird behaviors
Does anyone has idea about this?