Yeah, I have that too, it is a bug, I intended to put bug report through when I come back from Unite but if one of you could put it in thatād be cool. Itās an editor-side class being built into one of the bundles.
1108 is PreviewAssetType. Nothing UnityEditor.* should be in link.xml but this is not a link.xml error anyway. One of these seems to make it into the asset serialization itself and since the class will never exist on a build, it displays the error when loading the affected object.
We are also seeing this issue since updating to Unity 2018.4.11f1 (from 2018.4.8f1). We are using Addressables v1.2.4. It appears in builds on multiple platforms (both PC and Switch for example).
Has this issue yet been officially reported to Unity? Is a fix in the works? Anything we can do on our end to resolve it?
Hey @Greyborn it has been reported and it is being worked on. Alkis is exactly correct, it is possible for editor types to make their way into the build depending on the type. To my knowledge this is unfortunately an Editor side change so the fix will require an Editor update when itās resolved. Thereās not an ETA for the fix that I can currently give.
Same issue.
Could not produce class with ID 1108.
This could be caused by a class being stripped from the build even though it is needed. Try disabling āStrip Engine Codeā in Player Settings.
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(Filename: ./Runtime/Serialize/PersistentManager.cpp Line: 1543)
Hey @AmitSuri unfortunately I believe youāre hitting an engine bug as well. Itās actually the exact opposite problem from stripping too much. There are Editor types that should be stripped (by default, not in relation to your code stripping level) that are getting pulled into the build.
Itās not a bug that Addressables can fix in the package itself. The fix will require an editor update. I do know itās a pretty urgent issue on our end but I donāt have an ETA at this time. No workarounds that I know of. If I find out any more information Iāll post it in this thread.
I still have same problem (errors but assets are loading).
One type of assets that is triggering error is fbx added as addressable with imported animation. When I disable import animations it loads without errors (but without animations ).
āWhen I disable import animations it loads without errorsā? Please help me understand this statement.
An example would be great get into my thick skull
Sadly the public tracker does not list the explicit patch versions. That being said, this has been fixed, but required an editor change. For the 2018.4 cycle, the fix is in the 2018.4.13 version and in the patch notes it is listed as:
Build Pipeline: Added flag kTypeIsEditorOnly trait to allow items to be pulled into build data depending on the situation. (1190029, 1193004)