Unity is SUPPOSED to remove any assets from the build if they’re in an Editor sub-folder. And some of your assets ARE in an Editor sub-folder. BUT, I believe because the Editor folder is, itself, a sub-folder of a Resources folder, everything in it is still getting included in the build. Perhaps if you moved it all up to the primary “Editor” folder it would all get excluded from the build.
(But it would still be a much better practice to just call it something else. Too many problems associated with Resources folders.)
Hello bigbrainz
Thank you for bringing this resources issue to our attention. We understand its importance and will prioritize addressing it promptly. Your feedback is extremely valuable to us.
Thanks again!
We’ve addressed this issue. Could you update your UModeler X to version 0.19.20 instead of 0.19.21?
We initially released 0.19.20 with fixes for the resource issues, but discovered it has new issues in Unity 2021.x and earlier versions related to loading data. If you are using Unity 2022 or above, please install UModeler X 0.19.20 and let us know if your issue is resolved. Your feedback would be really helpful in addressing this problem.
The following video clip shows how you install UModeler X 0.19.20 via Hub.
Can you update UModeler X to the latest version (0.19.22)? We’ve addressed this issue in that version. I hope this will resolve your issues completely. If you encounter any other problems, please feel free to let us know!
Let’s see, it still enlarges my data.br AND my wasm.br files by a full MB each. I can see the obvious issue is that you’re still calling this folder “Resources”. So EVERYTHING in it is getting included in the build.
Then I’m guessing that somehow the code you’re using is getting added into the build itself for some reason, but I haven’t had a chance to figure out why. It’s only an Editor tool, so hopefully you can find how to keep it from getting added into the build itself. Thank you!
First of all, because the image data of UModeler X seemed to take up a lot of space, we decided not to include it during build time. As for the DLL files, we couldn’t find a way to completely exclude them from Unity 2020 and 2021. Starting from 2022, placing the UModelerXEditableMesh component in the Editor folder excludes it, but this method doesn’t work for 2020 and 2021. Instead, we’ll add a property to the Local Settings tool to set the DontSaveInBuild flag.
Regarding the Hub’s image files, we tried excluding them once, but it didn’t work well. It seems the only solution for users is either to completely uninstall and reinstall the Hub or to delete the existing Resources folder and reinstall. Therefore, we weren’t able to exclude the Hub images during build. We’ll also ecluse hub’s image files when we find the solution.
As a workaround move the Resources folder of the Hub to the Editor folder in your assets yourself.
Hello there, Once you log in, you won’t need to maintain an internet connection while using UModeler X. We’re planning to develop UModeler Hub to provide various useful services more easily, so users will need to log in. I hope this makes sense
I can’t work with any meshes because of this bug as shown above. This has happened a couple of times but now all my models are doing this all the time.
Sure I can disconnect after I log in. As long as I don’t close Unity and/or it doesn’t crash. I just have to log back in every time I open the project again. Which is not really that great in an airport or a car.
It seems like you’re working on rigging, right?
What Unity and UModeler X versions are you using?
Could you explain your workflow in more detail to understand the issue better?
Plus, it would be helpful to share the bone structure of the model.
We fixed similar issues in version 0.19.19 - Release Notes. If you are using an older version, please update UModeler X to the latest version.
Not rigging. I pulled the model off of a rigged character to umodelerize it though. Is that the issue? I will pull the model apart before umodelerizing it. I will get back to you.
Okay. So it seems exporting from CC4 doesn’t work so well unless you export each object individually. I was hoping to just pull them off the body mesh so I could edit their mesh a little while having the body for reference but I can just reposition the models manually. No big deal. Thanks for the help.
Since UModeler Hub 0.12.12, the Resources folder has been moved to the Editor folder. Therefore, any image files in the Resources folder should not be included in the Build version. Please ensure you remove the existing hub before installing the latest version.
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We deeply appreciate your continued interest and support. Recently, we received many concerns and questions regarding our proposed license policy change. After careful consideration, we want to clarify our stance and reaffirm our commitment to our users.
We have decided to maintain our longstanding policy of allowing free use of the Basic version for both commercial and non-commercial purposes. This decision reaffirms our original stance and ensures continuity for our users. We apologize for any confusion or concern our recent announcement may have caused.
Basic Version Policy
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We sincerely apologize for any confusion caused by our recent communications. We have deeply reflected on this experience and commit to preventing such misunderstandings from recurring in the future. We will ensure thorough review and user feedback collection processes for all significant policy considerations moving forward.
Based on this experience, we will strive to provide better service and clearer communication. UModeler X will continue to evolve to provide greater value for your creative activities while maintaining the core principles that our users rely on.
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