Search Issue Tracker
Fixed in 4.0.0
Votes
5
Found in [Package]
3.0.3
Issue ID
1049684
Regression
No
ProBuilder fails to Export Asset with the .NET 4.x Runtime
How to reproduce:
1. Open the user-submitted Project and open the "SampleScene" scene
2. Click the "Stairs" Object in the Hierarchy
3. Go to Tools -> ProBuilder -> Export -> Export Asset
4. Observe the Console
Expected result: The Object is successfully exported
Actual result: The Object throws errors and fails to export
Reproduced in: 2018.3.0a3, 2018.2.0b9, 2018.1.6f1
Note: Tested with Probuilder version - 3.0.9 and 3.0.3
Fixed in Probuilder 4.0.0
Comments (5)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Light" Component's "Culling Mask" setting is hidden but still has an effect when using HDRP
- Selecting the Web platform can be done when using the HDRP project
- Textures swap when SpriteRenderers with shared materials and animators are toggled on and off
- "EndLayoutGroup: BeginLayoutGroup must be called first" is thrown when selecting the wrong executable for the browser and then the right one
- [iOS] [AudioSource] Errors/warning logged and "AudioSettings.OnAudioConfigurationChanged" event not called when disconnecting the Bluetooth heaphones from the device
MikeChr
Dec 05, 2018 15:25
Causing me headaches too.
jacobselg
Nov 23, 2018 13:57
Still an issue with Assset exporting not working at all, very unfortunate now that PB is a central part of our workflow.
Elapse
Nov 07, 2018 14:25
A couple month later, how did you guys went on with this?
mlaibow
Jul 13, 2018 08:46
This is definitely not fixed in 2018.2. @NEOMIME seems to have it figured out, but does anyone from Unity read the comments on issues mistakenly labeled as resolved?
neomime
Jul 08, 2018 23:20
Issue was not fixed, or perhaps the issue is not what you thought it was.
After decompiling probuilder, I realized that you're using the following piece of code to determine where to store the asset:
string directoryName = Path.GetDirectoryName(path);
string str = string.Format("Assets{0}", directoryName.Replace(Application.dataPath, ""));
Application.dataPath returns the path with forward slashes, which Path.GetDirectoryName will return backslashes on Windows and forward slashes on other platforms.
So what str ends up being is something like "AssetsC:\Workspace\Unity\New Unity Project\Assets\Resources\enemies\lowpoly"