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EntranceJew

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A member registered Dec 06, 2014 · View creator page →

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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 UNITY_2018_3_OR_NEWER

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.