When Unity rebuild the directory structure, after completely deleting all folders excluding the project/asset folder (for updating purposes) then it miss to create the /UserSettings folder in the project directory.
When the BuildManager try to save the BuildManagerSettings.asset file into /UserSettings, and it does not exist, Unity pops an Error. The BuildManager should take care of the folders in a path and create missing folders if required.
Library/PackageCache/com.unity.entities@0.2.0-preview.18/Unity.Build.Common/BuildManager.cs:97
[Serializable]
public class BuildManager : EditorWindow
...
...
private void OnDisable()
{
File.WriteAllText(kSettingsPath, EditorJsonUtility.ToJson(this));
}
Sorry, I do not have the time to write a bug report.
DirectoryNotFoundException: Could not find a part of the path “F:\Dropbox\ProjectX\UserSettings\BuildManagerSettings.asset”.
System.IO.FileStream…ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.IO.FileStream…ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) (at <437ba245d8404784b9fbab9b439ac908>:0)
(wrapper remoting-invoke-with-check) System.IO.FileStream…ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
System.IO.StreamWriter.CreateFile (System.String path, System.Boolean append, System.Boolean checkHost) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.IO.StreamWriter…ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize, System.Boolean checkHost) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.IO.StreamWriter…ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.IO.StreamWriter…ctor (System.String path, System.Boolean append, System.Text.Encoding encoding) (at <437ba245d8404784b9fbab9b439ac908>:0)
(wrapper remoting-invoke-with-check) System.IO.StreamWriter…ctor(string,bool,System.Text.Encoding)
System.IO.File.WriteAllText (System.String path, System.String contents, System.Text.Encoding encoding) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.IO.File.WriteAllText (System.String path, System.String contents) (at <437ba245d8404784b9fbab9b439ac908>:0)
Unity.Build.Common.BuildManager.OnDisable () (at Library/PackageCache/com.unity.entities@0.2.0-preview.18/Unity.Build.Common/BuildManager.cs:97)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr)