Hi there,
Recently our company upgraded from 2018.3.9f1 to 2019.1.11f1. We also changed our .net version to 4.x from 3.x, and also changed our android scripting to IL2CCP.
Our cloud builds are no longer working for android since then, while Standalone is fine.
Relevant Log:
[Unity] ERROR: An asset is marked with HideFlags.DontSave but is included in the build:
Unity] Asset: 'Library/unity editor resources'
[Unity] Asset name: Lucida Grande Bold
It also throws about another 20 or so errors of similar nature, either using other variants of the Lucida Grande font, or the Font Materials of those fonts.
However, the project doens’t reference these from what I can tell. I’ve created tools to search through the scenes to check for references to the font, but nothing has changed in our text components.
The only thing I can maybe think of is that we re-imported firebase because of the new .net version, however I’ve seen no reports of anyone else with firebase having problems with cloud build.
The user humofish had the same error here , however I’ve removed Analytics from the project with no changes, and never had the remote folder in the first place.
Other information
Source Control: Bitbucket
Local Builds Work?: Yes
Build Target: Android
Local Project Version: 2019.1.11f1
Cloud Build Target Version: 2019.1.11f1
Plugins Used:
Firebase
DoozyUI
DoTween
Bugsnag
Vuforia
Unity IAP
Pastebin with longer build log. I removed part of the log due to size limit, the rest was updating the android dependencies.
Solutions Tried:
-Clean Builds
-Turning off Caching
-Searching for connected text assets
-Removing Unity Analytics
-Re-importing and updating Doozy
Hey @calebbbarton
We have had other customers experience the exact same behaviour with the DoozyUI plugin. The problem was with GUISkins within the plugin, once moved to the Editor Default Resources folder and related scripts fixed, the issue was resolved.
Hope this helps!
Hi there,
This has resolved the issue. Thank you very much.
For those wondering, I moved 6 files to Editor Default Resources. Two DarkSkin and LightSkin files (which I renamed to prevent filename conflict), and QSkinDark/Light. Then I simply followed the error messages to the relevant styles.cs scripts and changed the target location of the skins folder and the name of the skins file.
Thanks for helping.
1 Like
Got similar issue but
Asset name: Font Material
instead.
Plugins used:
- DoozyUI
- DOTween
- Branch.io
- TurboSwitch
- QRCode
- SRIA
- TextMeshPro
Unity 2019.1.14
Editor Default Resources contains only TurboSwitch assets without any Font Material. In general there are 43! build errors. Here is a full list… Don’t have a clue where to look for a solution.
Hi, @ollieblanks ,
I have Doozy UI, Do you mean Move “Doozy UI > Resources > DUI” to “Doozy UI > Editor > Resouces > DUI”?
but every time I do this, the Resouces folder filled again with a blank folder…
Hi @ollieblanks and @calebbbarton ,
the last update, I delete the doozy UI folder/plugin, but build is still failed…
any idea?
Hi @zukinet ,
You will need to create an Editor Default Resources folder. It must be placed in the root of the Project; directly within the Assets folder. Place the needed Asset files in this Editor Default Resources folder or a subfolder within it. Once done you will need to modify any EditorGUIUtility.Load calls to point to the correct path as described above by @calebbbarton .
Hope that helps!
@ollieblanks Hi, Thank You for detailed explanation… great. so can i put all of my plugin in “editor default resouces” folder? or just asset (image, sound, prefab) ?