I’m currently trying to make resource patch system that independent from machine, but I found GetAssetDependencyHash() of any shader file is different for each machine runs editor.
Shader assets are referenced from variant assets, and addressable system assumes any assets referencing custom shader asset has been changed.
Does anyone have solution to make hash consistent? One thing I could try is packaging all shader assets as separated bundle, but it still makes generated addressables_content_state.bin useless.
Unity version: 2019.2.21f1
Addressables version: 1.8.4
Reproduction steps:
- Download attached project file.
- Right click on the shader and choose “Copy dependency hash”
- Compare it on other machine and confirm it’s different
- Or you can run addressable build and confirm the bundle hash is different.
5899037–629423–AddressableTest.zip (36.4 KB)