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Question by UnityWG5 · Jul 24, 2017 at 02:49 PM · androideditorassetbundlebuildingbundle

Assetbundles differ when built on different computers from the same content

We build bundles using BuildPipeline.BuildAssetBundles, and the results are different on different computers (windows 10, mac os, windows 8, etc). There seems to be a distinct pattern in those differencies, there are multiple entries where one 8-byte value is replaced by another 8 byte value in multiple places. For example, value 0x06DB9BE009A53F9A is replaced by 0xF602BF80F1561C94 in one bundle, and 0x61923B2C2AB50B77 is replaced by 0xC66E2B1AC1FD2B56 in other bundle. Our buld options are

 var options = BuildAssetBundleOptions.DeterministicAssetBundle | BuildAssetBundleOptions.IgnoreTypeTreeChanges | BuildAssetBundleOptions.UncompressedAssetBundle;

Is there any way to build bundles with textures so that they are same when build on different computers? Do you have any ideas what these differences can be?

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