There's no source in the package, but if there were, then yes this would be an easy fix. It could be unityupgradable, even.
Recent community posts
It's okay, but if you have the time to look into it, I doubt it will change that much between now and when it goes live, you could potentially do:
If it won't result in creating a new matrix of builds. It might save you some time in getting a release out when 2018.3 does eventually release.
MissingMethodException: void UnityEditor.EditorUtility.CompressTexture(UnityEngine.Texture2D,UnityEngine.TextureFormat,UnityEngine.TextureCompressionQuality) DoodleStudio95.DrawWindow.Save (DoodleStudio95.DoodleAnimationFileUtils+SaveInfo& outInfo, System.Boolean SaveAs, System.Boolean SaveSpritesheet) (at <bf80aca4390049c4af7ee17c267c3aa9>:0) DoodleStudio95.DrawWindow.SaveAs () (at <bf80aca4390049c4af7ee17c267c3aa9>:0) UnityEditor.GenericMenu.CatchMenu (System.Object userData, System.String options, System.Int32 selected) (at C:/buildslave/unity/build/Editor/Mono/GUI/GenericMenu.cs:121)</bf80aca4390049c4af7ee17c267c3aa9></bf80aca4390049c4af7ee17c267c3aa9>
Happens when you hit Save. Have a feeling it has to do with random flags and functions that have been added/removed/renamed for image feature detection.
Was really hoping to see how nested prefabs impacted dev times and workflows but took a major blow when everything was almost working, except saving.