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Build crashes on Android at startup.
Errors when building:
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Assets/Models/Plane.asset'
(You are probably referencing internal Unity data in your build.)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Building - Failed to write file: sharedassets0.assets
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Fixed it with following steps:
-installed "FBX Exporter" package from asset store
-opened the demo scene and exported the "Plan" object to fbx
-use the fbx as the default plan, import it into a scene
-add the "Water" script to the plan
-change the material to the "Water" material
-delete "Models" directory Fix.zip
Build crashes on Android at startup.
Errors when building:
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Assets/Models/Plane.asset'
(You are probably referencing internal Unity data in your build.)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Building - Failed to write file: sharedassets0.assets
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Crash Logs:
GL_AMD_compressed_ATC_texture GL_AMD_performance_monitor GL_AMD_program_binary_Z400 GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_robustness GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_NV_fence GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_depth24 GL_OES_EGL_image GL_OES_EGL_sync GL_OES_EGL_image_external GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_depth_texture_cube_map GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_vertex_type_10_10_10_2 GL_OES_vertex_array_object GL_QCOM_alpha_test GL_QCOM_binning_control GL_QCOM_driver_control GL_QCOM_perfmon_global_mode GL_QCOM_extended_get GL_QCOM_extended_get2 GL_QCOM_tiled_rendering GL_QCOM_writeonly_rendering GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT
_texture_sRGB_decode GL_EXT_texture_filter_anisotropic GL_EXT_multisampled_render_to_texture GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_disjoint_timer_query
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