I just bought a package and it says it can save and it can but when I try to build it it comes up with a error about saving. How do I make it save some were else so that this doesn’t happen.
heres the error
here is the script
using UnityEngine;
using System.Collections;
using UnityEditor;
public class ModelEditorGUI : MonoBehaviour {
public enum GuiState{
Edit,
Save,
Load
}
public static GuiState currentGuiState = GuiState.Edit;
float sW = Screen.width;
float sH = Screen.height;
Rect colorRect = new Rect(Screen.width / 150, Screen.height / 100, Screen.width / 8, Screen.height / 8);
public static byte r, g, b;
public static Color32 currentColor;
public GUISkin skin;
public static int buildMode = 1;
public static int colorMode = 0;
public GUITexture crosshair;
string modelName = "";
//Icons
public Texture2D icon_colorPicker;
public Texture2D icon_colorChanger;
void Start () {
CustomMouseLook.canLook = true;
Screen.lockCursor = true;
ModelEditorPlayer.canBuild = true;
}
void Update () {
currentColor = new Color32(r,g,b,(byte)(colorMode == 0 ? 255 : 200));
if(Input.GetKey(KeyCode.LeftControl)){
CustomMouseLook.canLook = false;
Screen.lockCursor = false;
ModelEditorPlayer.canBuild = false;
}
else if (currentGuiState == GuiState.Edit){
CustomMouseLook.canLook = true;
Screen.lockCursor = true;
ModelEditorPlayer.canBuild = true;
}
}
void OnGUI () {
GUI.skin = skin;
//Color Area
if(currentGuiState == GuiState.Edit){
ModelEditorPlayer.canBuild = true;
crosshair.enabled = true;
GUI.Box(colorRect, "");
GUILayout.BeginArea(colorRect);
GUI.skin.label.alignment = TextAnchor.MiddleCenter;
GUILayout.Label("Color");
r = (byte)GUILayout.HorizontalSlider((int)r, 1, 255);
g = (byte)GUILayout.HorizontalSlider((int)g, 1, 255);
b = (byte)GUILayout.HorizontalSlider((int)b, 1, 255);
GUILayout.BeginHorizontal();
if(GUILayout.Button("Toggle Mode", GUILayout.Width(sW / 18))) buildMode = buildMode == 0 ? 1 : 0;
if(GUILayout.Button("Toggle Color", GUILayout.Width(sW / 18))) colorMode = colorMode == 0 ? 1 : 0;
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
else if(currentGuiState == GuiState.Save){
ModelEditorPlayer.canBuild = false;
crosshair.enabled = false;
CustomMouseLook.canLook = false;
Screen.lockCursor = false;
GUI.Box(new Rect(Screen.width/2-Screen.width/10, Screen.height/2-Screen.height/12, Screen.width/5, Screen.height/6), "Save Map");
GUI.BeginGroup(new Rect(Screen.width/2-Screen.width/10, Screen.height/2-Screen.height/12, Screen.width/5, Screen.height/6));
GUI.Label(new Rect(10, 30, 100, 20), "Model Name:");
modelName = GUI.TextField(new Rect(80, 30, 130, 20), modelName);
if(GUI.Button(new Rect(10, 70, 200, 25), "Save Model as File")){
ModelSerializer.SaveModel(modelName);
currentGuiState = GuiState.Edit;
}
if(GUI.Button(new Rect(10, 95, 200, 25), "Save Model as Mesh")){
AssetDatabase.CreateAsset(ModelSerializer.ModelToMesh(), "Assets/Models/Mesh/" + modelName + ".asset");
currentGuiState = GuiState.Edit;
}
GUI.EndGroup();
}
if(currentGuiState == GuiState.Load) {
ModelEditorPlayer.canBuild = false;
crosshair.enabled = false;
CustomMouseLook.canLook = false;
Screen.lockCursor = false;
GUI.Box(new Rect(Screen.width/2-Screen.width/10, Screen.height/2-Screen.height/12, Screen.width/5, Screen.height/6), "Load Map");
GUI.BeginGroup(new Rect(Screen.width/2-Screen.width/10, Screen.height/2-Screen.height/12, Screen.width/5, Screen.height/6));
GUI.Label(new Rect(10, 30, 100, 20), "Model Name:");
modelName = GUI.TextField(new Rect(80, 30, 130, 20), modelName);
if(GUI.Button(new Rect(10, 70, 200, 25), "Load Model")){
StartCoroutine(ModelSerializer.LoadModel(modelName));
currentGuiState = GuiState.Edit;
}
GUI.EndGroup();
}
}
}