Asset Pipeline issues

51–75 of 169

Filtered slice of every tracked UUM id — adjust the chips to widen or narrow.

IssueStatusDescriptionIntroducedFixedDays open Mentions
UUM-102047FixedPrefabs: Added a check for fieldId and guid equality when remapping added asset references during the process of opening a prefab stage.—6000.2.0b2May 20, 2025—13
UUM-103258FixedAsset Pipeline: Fixed import worker crash when switching Platform from Android to another platform.—6000.1.2f1May 6, 2025—16
UUM-100126FixedAsset Pipeline: Fixed an issue where OnPostprocessAllAssets() might not be called if an asset was updated during a previous usage of that callback.—6000.2.0a9Apr 16, 2025—16
UUM-3763FixedAsset Pipeline: Fixed error " i->previewArtifactID == found->second.previewArtifactID" which is thrown during preview generation.—6000.2.0a9Apr 16, 2025—16
UUM-95528FixedAsset Pipeline: Fixed problem with main thread potentially being blocked, while doing async asset loads.—6000.0.45f1Apr 2, 2025—24
UUM-84713FixedAsset Pipeline: Ensure importers are updated on domain reload in importer processes.—2022.3.60f1Mar 12, 2025—1
UUM-87105FixedPrefabs: Fixed an issue to handle PrefabInstances as Added GameObjects with deleted parent in the source Prefab.—6000.2.0a6Mar 5, 2025—26
UUM-92262FixedAsset Pipeline: Fixed a crash that could occur if a project with a corrupted artifact database was launched.—6000.2.0a6Mar 5, 2025—22
UUM-27014FixedAsset Pipeline: Fixed sub asset object duplication when sub asset object name is empty.—6000.2.0a4Feb 19, 2025—19
UUM-79087FixedPrefabs: Reconnect proxy parent in Prefab Stage.—6000.2.0a4Feb 19, 2025—29
UUM-66897FixedAsset Import: Fixed a deadlock and memory leaks in unwrapCL.—6000.1.0b7Feb 19, 2025—30
UUM-75114FixedAsset Pipeline: Fixed crash that could occur when script with scriptable object is moved and there hasn't been a domain reload, and scriptable object is used for write serialization. When fixing this bug, it was also discovered that rename would cause s…—6000.1.0b7Feb 19, 2025—30
UUM-87961FixedAsset Pipeline: Allow users to rebuild the Library when we detect corrupted databases.—2022.3.58f1Feb 12, 2025—1
UUM-99842FixedAsset Bundles: A change in the async texture upload process sometimes resulted in an editor freezing issue when an AssetBundle failed to upload - this has been fixed. (UUM-99842) Fixed in 6000.2.0a9.6000.2.0a1Jan 29, 20256000.1.0b15Apr 16, 20257633
UUM-91901FixedAsset Import: Fixed TLS memory leak when importing corrupted FBX file.—2022.3.57f1Jan 29, 2025—1
UUM-92704FixedAsset Pipeline: Fixed script not being loaded properly the first time when changed outside of the editor.—6000.0.36f1Jan 28, 2025—1
UUM-83708OpenAsset Store / Publisher portal: Accepting Asset Store EULA endless loop in Package Manager window6000.1.0b3Jan 22, 2025—6217
UUM-77761FixedPrefabs: Fixed LoadPrefabContents error when objects are created in the root of the scene in callbacks.—6000.1.0b2Jan 16, 2025—15
UUM-89983FixedAsset Pipeline: Fixed regressions caused by the changes made for UUM-75114.—6000.1.0b2Jan 16, 2025—15
UUM-90912FixedAsset Pipeline: Fixed regressions caused by the changes made for UUM-75114.—6000.1.0b2Jan 16, 2025—15
UUM-83067FixedAsset Bundles: Added a new flag BuildAssetBundleOptions.StripUnatlasedSpriteCopies to the legacy asset bundle system. Currently if we have a assets in multiple bundles that depend upon a source texture we copy it into all relevant bundles. Setting this…—2022.3.56f1Jan 15, 2025—29
UUM-62869FixedAsset Import: Fixed a crash when importing FBX skeletons with unsupported root nodes. Unity now prints an error instead.—6000.1.0b1Jan 7, 2025—19
UUM-90066FixedTexture: Sprite Atlas Override for iOS setting remains disabled when saving its change to enabled6000.1.0a7Dec 5, 20246000.1.0b7Feb 19, 20257647
UUM-71809OpenAsset - Database: LOD Group renderers incorrectly retain their asset path when instantiated using InstantiateAsync6000.1.0a6Nov 28, 2024—6768
UUM-83891FixedAsset Import: Fixed crash when reading from corrupted binary artifact.—6000.1.0a6Nov 28, 2024—22
Where the numbers come from
  • Editor releases ingested 6h ago · package versions ingested 6h ago.
  • Net-fix (the heat strip) = fixes − known_issues per release — a raw difference, no weighting. The 0–100 build score shown elsewhere is a separate, documented formula.
  • Issue lifespan = first Known Issues mention → first Fixes mention, joined on UUM-id.
  • Domain bucketing groups free-text area labels via fixed regex rules; unmatched falls into Other.
  • Every chart links into the underlying release-note rows — if a number looks wrong, click through to audit it.

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