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Saving broken in Unity 2018.3.0b1

A topic by EntranceJew created 34 days ago Views: 87 Replies: 2
Viewing posts 1 to 3
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.

Sorry it didn't work for you! 

That said I'm only able to support Unity 2017 at this moment (it's impossible to keep up with unity's constant new versions)

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.