Closed st0326s closed 5 years ago
maybe no same issue exists. I'll check it later! thank you for using Autoya.
・Attach screenshot of output folder
・Attach a screenshot of folder structure when creating asset bundle
very helpful. and so sorry, I missed that this issue is kind of duplicated. https://github.com/sassembla/Autoya/issues/37#issuecomment-469729455
this is the bug of AssetGraph in Unity 2018. the export path of AssetGraph in windows is not valid.
and so, the pull request on the bitbucket repo does not merged yet. maybe I'll fix it later for Autoya. please wait.
Thank you for your reply and courteous response.
I am waiting for an update
Many people are absent today, so can you borrow a MacBook? I will ask you next week.
Thank you for closing
The following is a local test based on the URL method, but the generation path and the load path do not match.
I'm sorry if you ask the same questions as others, I want to do a unit test with Autpya, but I'm having trouble with it.
*Reference URL http://baba-s.hatenablog.com/entry/2018/03/20/090000
After debugging, asset bundles are created in the following path, but the loading destination seems to be different.
Destination path:
C: \ Users \ XXXX \ Documents \ Autoya01 / AssetBundles / materials / Assets / Editor / AssetGraph-1.4-release / UnityEngine. AssetGraph / Cache / AssetBundles / c9f2 ebb 0-0451-4368-a4e2-ad5d21e0f4ef / Android / Android. Manifest
Load path:
listUrl = file://C: /Users/XXXX/Documents/Autoya01/AssetBundles/materials/Android/1.0.0/materials.json
Stack Trace:
On generation:
rootManifestPath: C: \ Users \ XXXX \ Documents \ Autoya 01 / AssetBundles / materials / Assets / Editors / AssetGraph-1.4-release / Unity Engine. Android.manifest generate list identity: c9f2ebb0-0451-4368-a4e2-ad5d21e0f4ef version: 0 UnityEngine.Debug: Log (Object) AutoyaAssetBundleListGenerateProcess: DoPostprocess (IEnumerable
1, IEnumerable
1) (at Assets / Editor / Autoya.AssetGraphIntegration / AutoyaAssetBundleListGenerateProcess.cs: 278) UnityEditor.EditorApplication: Internal_CallDelayFunctions ()*During debugging Source
OverridePoints.cs ---> OnAssetBundleListDownloadUrlRequired ---> var url = targetListInfo.listDownloadUrl + "/" + targetListInfo.listIdentity + "/" + AssetBundlesSettings.PLATFORM_STR + "/" + targetListInfo.listVersion + "/";
*Log
url = file: // C: /Users/XXXX/Documents/Autoya01/AssetBundles/materials/Android/1.0.0/ UnityEngine.Debug: LogError (Object) AutoyaFramework.Autoya: OnAssetBundleListDownloadUrlRequired (String) (at Assets / Autoya / Backyard / OverridePoints.cs: 379) AutoyaFramework. <> C: b__151_0 (AssetBundleListInfo) (at Assets / Autoya / Backyard / OverridePoints.cs: 5s)
System.Linq.Enumerable: ToArray (IEnumerable
1) AutoyaFramework.Autoya: OnAssetBundleListUrlsRequired () (at Assets / Autoya / Backyard / OverridePoints.cs: 508) AutoyaFramework.Autoya: AssetBundle_DownloadAssetBundleListsIfNeed (Action
1, Action`3, Double) (at Assets / Autoya / Backyard / AssetBundlesImplementation.cs: 455) Example: OnCLickLoadAssetBundle () (at Assets / Example.cs: 12) UnityEngine.EventSystems.EventSystem: Update ()*Development environment Unity 2018.3.8f1 Autoya: 0.97