Play Asset Delivery sample silently fails if bundle names conflict
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 42/100
- Issue type
- Bug
- Clarity
- Mostly clear
- Activity status
- Stale
- Tech stack
- csharp, unity
- Domain
- build-system, game-dev
Research direction
Start in PlayAssetDeliveryBuildProcessor.cs at MoveDataForAppBundleBuild and reproduce the failure with duplicate bundle names in different paths. Trace the exception handling across groups and verify that the failure is visible, the conflicting bundle is handled as intended, and subsequent bundles and groups continue building instead of producing a partial AAB silently.
Written by the indexing model from the issue text.
Description
The Play Asset Delivery example has a number of issues, such as failing silently if a bundle name already exists during build. So if you have the same bundle name in two different paths, when it condenses it all down into the PlayAssetDelivery/Build folder it conflicts and throws an error that you never see because the build process clears the console window afterward. This exception handler is also outside of the loop, so it just fails and skips the rest of the bundles entirely instead of ignoring the conflicting bundle. This causes the PAD build process to abort but the rest of the build to continue, so you end up with a broken build containing only some of your assets and no indication as to why.
See PlayAssetDeliveryBuildProcessor.cs (MoveDataForAppBundleBuild)
So if you are building and yet only some bundles are actually making it into the AAB file even though it seems to succeed, this could be why. This is also across ALL groups so if one group has the problem, any subsequent groups will not build.
- Dominant language
- C#
- Stars
- 1.5k
- Forks
- 303
- PR merge metrics
- No merged PRs in 30d
Contributor guide
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