When using BuildPipeline.BuildAssetBundles() I get a ton of errors like this:
Assets/tools/Mega-Fiers/Editor/MegaFiers/MegaOBJExportEditor.cs(3,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference?
Normal Player build do not have this error. This is on 2017.4.6 LTS editor. Fresh project using the same code to build does not have the same problem.
Here’s my build code:
string bundlepath = EditorUtility.SaveFilePanel("Build Mod","%userprofile%\\Documents","My First Mod","assetBundle");
string filename = Path.GetFileNameWithoutExtension(bundlepath);
string directory = Path.GetDirectoryName(bundlepath);
AssetBundleBuild[] builds = {new AssetBundleBuild()};
builds[0].assetBundleName = filename;
string[] assets = new string[1];
assets[0] = SceneManager.GetActiveScene().path;
builds[0].assetNames = assets;
Debug.Log("Building asset bundle " + filename + " to " + directory);
Debug.Log("Included scene path: " + assets[0]);
AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(directory,builds,BuildAssetBundleOptions.None,BuildTarget.StandaloneWindows64);
I don’t think it’s relevant tho, as the same code builds properly a fresh empty project.
Is this a bug or am I missing a specific setting that makes BuildPipeline try and squeeze editor scripts into my bundle?
Screenshot here: