I am currently on Unity 5.3.1p1 and encountered an issue when loading scenes from AssetBundles.
I have noticed that when loading a Scene from an AssetBundle, all of the objects in that AssetBundle Scene lose their STATIC flag.
The way I am loading the Assetbundle is with SceneManager.LoadSceneAsync but the issue also happens when using the non-async method. The issue also occurred when using both LoadSceneMode.Additive and LoadSceneMode.Single as well.
The AssetBundles are uncompressed and target the Windows Standalone platform.
Has anyone encountered this issue? I was able to reproduce this on an empty project.
I just found this bug too. It is the first time that I’m working with AssetBundles so I thought i did something wrong, but it seems that it just doesn’t work.
Yes, I have also noticed that if I load my levels from the Scene files instead of loading them from the AssetBundles, the STATIC flags remain correct when loaded.
So this issue only happens when loading scenes from AssetBundles.
Update: the reason we noticed this in the first place is because we were getting incorrect lighting and other lighting-based artifacts. Thought maybe it was because of the static being unchecked in bundles, but it wasn’t - turns out it was that we were loading the scenes from bundles as additive, instead of single - once we made them single, the artifacts were fixed. So, not sure if you were seeing any issues from this bug other than potentially performance problems if static batching isn’t working properly, but that is how we solved our particular issue - performance hasn’t been too bad of a problem for us…yet.
I would like to bump and confirm this issue. We have a game that loads all the levels as asset bundles and are put into an empty scene (additive) When the level is loaded we get these errors:
Failed opening GI file
Failed loading probe set data for hash
Error adding system: Data not available
The light map and light probes seem to be working fine even though it tells me they couldn’t be loaded.
Furthermore all of our static prefabs have the “static” flag turned off, which we think might be creating some performance issues because the static batching is not being taken advantage of.
5.5.3 lost the static flag buy i can see the mesh combine and the frame Bug see the staitc batch maybe inspector bug ~~someone said can use StaticBatchingUtility