Quick answer: When a game fails to load assets after packaging (works in editor, can't find assets in the build), the assets either weren't included in the build, are referenced by paths that work in the editor but break in the build (case-sensitivity differences, or a different file structure), or the asset bundle/reference is broken. Verify the assets are actually packaged, use correct paths (mind case sensitivity, which differs across platforms), and handle load failures gracefully rather than crashing.
Assets that load fine in the editor but fail to load in the packaged build are a classic editor-versus-build problem focused on asset loading. The build either doesn't have the asset or can't find it at the expected path. This is especially common with manual/path-based asset loading and across platforms with different filesystem behavior, and the fixes center on correct packaging and paths.
Why Assets Fail to Load After Packaging
In the editor, all assets are available and paths resolve loosely; in the packaged build, only packaged assets exist and paths must be exactly right. Causes of post-packaging asset load failures: not included in the build, the asset wasn't packaged into the build, so it's absent at runtime (works in editor, fails in build, the most common cause). Path differences, an asset loaded by path works in the editor's structure but the path is wrong in the build, especially case sensitivity, the editor (often on Windows/Mac, case-insensitive) tolerates wrong-case paths, but the build (especially on case-sensitive filesystems like Linux/Android) requires exact case, so a case-mismatched path fails. And broken bundles/references, an asset bundle or reference that's broken or misconfigured in the build.
So post-packaging asset failures mean the asset is missing from the build or referenced by a path/reference that's valid in the editor but not the build. Case-sensitivity issues are a frequent, sneaky cause when moving to case-sensitive platforms.
How to Diagnose It
Confirm it's editor-versus-build (works in editor, fails in build) and identify the cause. Is the asset actually in the build (check packaging/inclusion)? Is it loaded by path, and is the path exactly correct including case (test on a case-sensitive platform if relevant)? Is a bundle/reference broken? The asset-not-found error and which assets/platforms fail narrow it, case-sensitivity failures often appear only on case-sensitive platforms (Linux, Android), pointing at path case.
Bugnet captures errors and crashes with context from the build, so asset-load failures (and any crashes they cause) surface with the build context and platform, helping identify whether it's a missing asset or a path/platform issue. Capturing what fails in the actual build (and on which platforms) is key, since these failures by definition don't occur in the editor.
How to Fix It
Ensure assets are packaged and paths are correct. Include the assets in the build, verify all needed assets are packaged into the export (the most common fix). Use correct, case-exact paths, ensure asset paths exactly match the actual file names including case, since case-sensitive platforms require it (standardize on consistent casing to avoid editor-tolerated mismatches breaking the build). Fix bundles/references, ensure asset bundles and references are correctly configured for the build. And prefer robust referencing, where possible, use direct asset references over fragile string paths, which avoids many path/case issues.
Also handle load failures gracefully, if an asset genuinely fails to load, handle it (use a fallback/placeholder, log it) rather than crashing, so a missing asset degrades rather than breaks. Crucially, test the packaged build (and on case-sensitive platforms if you target them), since editor testing won't reveal these. After fixing, verify all assets load in the build on the target platforms. Correct packaging plus case-exact paths (and robust references) is what makes asset loading work in the build, not just the editor.
Assets failing after packaging means they're missing from the build or referenced by an editor-only path, often a case-sensitivity mismatch. Verify packaging, use case-exact paths, and test the build.