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I have an automated build process for compiling the Unity project I am working on. While compiling the asset bundles and scenes, I am always seeing the following two errors. Does anyone know what these errors are trying to tell me? Obviously, the Unity Editor shouldn't be getting into this state. Is there something I'm doing wrong that is causing this to occur? What problems will I run into if I ignore the error messages (I prefer to fix the problem, but this may be the only option)? lhsPreloadSortIndex == -1 UnityEditor.BuildPipeline:BuildAssetBundleInternal(Object, Object[], String[], String, BuildAssetBundleOptions) UnityEditor.BuildPipeline:BuildAssetBundleInternal(Object, Object[], String[], String, BuildAssetBundleOptions) UnityEditor.BuildPipeline:BuildAssetBundle(Object, Object[], String, BuildAssetBundleOptions) BatchBuild:CreateAssetBundle(String, String, BuildAssetBundleOptions) (at Assets\Code\Editor\Build\BatchBuild.cs:164) BatchBuild:BuildAssetBundles() (at Assets\Code\Editor\Build\BatchBuild.cs:137) BatchBuild:Build() (at Assets\Code\Editor\Build\BatchBuild.cs:89) BuildMenu:BuildAll() (at Assets\Code\Editor\UI\BuildMenu.cs:40) [....\Runtime\Misc\SaveAndLoadHelper.cpp line 2088] and restore.count (instanceID) UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, BuildTarget, BuildOptions) UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, BuildTarget, BuildOptions) UnityEditor.BuildPipeline:BuildPlayer(String[], String, BuildTarget, BuildOptions) BatchBuild:Build() (at Assets\Code\Editor\Build\BatchBuild.cs:91) BuildMenu:BuildAll() (at Assets\Code\Editor\UI\BuildMenu.cs:40) [....\Runtime\Misc\SaveAndLoadHelper.cpp line 1883]
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Hi, I am getting the exact same problem. Any chance you figured out what it was Bill? Unfortunately no. However, I suspect it may have something to do with adding two resources to the same asset bundle were the first asset depends on the second. I think the assert is trying to warn that the asset is being added a second time since unity automatically pulled it in as a dependency. However, I'm not 100% sure since no one from Unity ever responded.
May 21 '10 at 08:49 PM
Bill
Actually, I did respond, requesting the code that causes this problem so we can fix it. That offer still stands.
Sep 11 '10 at 08:26 PM
Lucas Meijer 1 ♦♦
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It might be helpful if you post the script you're using for the -executeMethod parameter to Unity.
I can not post the code publicly. It is for a commercial project. I was more or less hoping for some more background on what the errors mean. Ignoring the errors seems fine for now, but I bet it bites us in the ass at some point.
Could you send the code in question in a bugreport to Unity itself? (we keep this data private) We want to fix it, but without being able to reproduce it, that's very hard.
The next time I have some down time at work, I will try to reproduce this in Unity 3.0 and submit it. I figure at this point its probably more useful for a reproduction case in 3.0 then 2.6.1.