can unity3 load the assetbundle which is build in 2.6x?
i got this error…: " The class defined in script file named ‘CharacterElementHolder’ does not match the file name! "
anybody can tell me why?
thanks
can unity3 load the assetbundle which is build in 2.6x?
i got this error…: " The class defined in script file named ‘CharacterElementHolder’ does not match the file name! "
anybody can tell me why?
thanks
Hi!
well, it probably means The class defined in script file named ‘CharacterElementHolder’ does not match the file name!
You have a script named CharacterElementHolder whose class name is not identical to the file name.
but it work in Editor, the error log above is just happen in win exe
Hm
what about the CharacterElementHolder script. Have you checked it and made sure it is all OK?
CharacterElementHolder worked and it’s ok in unity editor…
ps:
CharacterElementHolder is from Character Customization Demo http://unity3d.com/support/resources/example-projects/charactercustomization
It’s probably best to rebuild asset bundles created with 2.6. There appear to be a few problems that can happen if you attempt to use them with 3.0.
yes, i had to recompile mine also. was getting wierd errors.
that’s terrible to a big MMO project…OMG
You will realize that it is trivial.
cause you must port the code and assets to u3 anyway (all textures will likely need to have their import settings redone)
if thats a problem, remain on 2.6.1 and don’t go to U3, as a new major version of an engine means portation not just “copy over and happy” on any tech
there are much different in shaders between 2.6 and 3.0,and the complied shaders is in the assetbundles, so… any version update of unity or unity shader make me rebuild all my assetbundle of our big MMO project…that’s terrible .
Sorry to laugh but I have to say it - welcome to game development. The best solution is to rebuild your assets overnight so it doesn’t impact your schedule. And if that’s your biggest problem with your MMO, you’re doing an amazing job!
Normally you don’t switch versions of an engine mid development, especially you don’t switch major versions, as mentioned above.
Whoever is responsible for technology on your team should definitely learn the basics of his work, as this is a quite serious problem for longterm projects (and MMOs with their 2+ years development and 4+ year lifecycles ARE longterm projects:)) if even this “first day basics” are not known.
rebuilding the asset bundle will really be your smallest problem as you will soon find out, cause ABs can be done automated through a simple editor script.
But the rewrite of scripts etc won’t go through automated