Hey. i am having a little problem with the ExportResource.js script in unity 3. i select the scene file,right clicking it and clicking "select dependencies". after that i click on "build asset bundle from selection - track dependencies" in order to create a single assetbundle. now here's the problem : it does create the file,yet it seems to fail to include the scene prefab,and i am afraid that's what causing me to be unable to load that asset bundle in runtime. this is the error i am getting :
Asset bundles can not include Editor Objects (DefaultAsset): assets/bundle/gallery1.prefab.
UnityEditor.BuildPipeline:BuildAssetBundle(Object, Object[], String, BuildAssetBundleOptions) exportresource_203:ExportResource() (at Assets/Editor/exportresource_203.js:12)
and the code inside the script that exports the asset bundle :
@MenuItem("Assets/Build AssetBundle From Selection - Track dependencies")
static function ExportResource () { // Bring up save panel var path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. var selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
}
}
@MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking") static function ExportResourceNoTrack () { // Bring up save panel var path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { // Build the resource file from the active selection. BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path); } }
i heard that's a bug with unity 3 about exporting asset bundles,yet i couldn't find anything about it. i'll really appreciate it if someone could atleast give me a clue on what's wrong