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Could not extract GUID in text file *.anim when loading sprites from AssetBundles

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*Unity v2018.2.15f1* ---------- Hi, I have a json file detailing the animations to be imported into my scene at runtime. It looks like the following: { "items": [ { "name": "anim1", "animations": [ { "name": "anim1_in" }, { "name": "anim1_out" } ], "otherParams": [ ... ] }, ... ] } In a script called `AnimationImporter.cs`. I'm reading from this json file in order to roughly do the following (for each `anim` in `animations`, in each `item` in `items`): 1. Create an animation controller 2. Load sprites 3. Setup animation params (AnimationClip and AnimationEvents) 4. Build animation asset During step 2, I can successfully load the sprites from my resources folder like so: Sprite[] sprites = Resources.LoadAll("Animation Assets/" + item.name + "/" + anim.name); But I need to load from AssetBundles instead, so I've bundled all my assets in a directory tree identical to the json file. I try to load them like this: bundleRequest = AssetBundle.LoadFromFile(animBundlePath.ToString()); if (bundleRequest == null) { Debug.LogError("Failed to load AssetBundle!"); return; } Sprite[] sprites = bundleRequest.LoadAllAssets(); Which results in numerous of the following error: Could not extract GUID in text file Assets/Resources/Animation Controllers/anim1/anim1_in.anim at line 390. UnityEditor.AssetDatabase:CreateAsset(Object, String) AnimationImporter:.cctor() (at Assets/Editor/Scripts/AnimationImporter.cs:182) UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes() At `Assets/Editor/Scripts/AnimationImporter.cs:182` is the following line (part of step 4): AssetDatabase.CreateAsset(clip, "Assets/Resources/Animation Controllers/" + item.name + "/" + clip.name + ".anim"); Almost every .anim file in my build gets this error. If I open one of them with a text editor I can see that each GUID line looks something like this: value: {fileID: -876891797413774589, guid: 00000000000000000000000000000000, type: 0} ...where `fileID` is a negative int and `guid` is 0. The assets successfully load into my scene in editor, but I can't create a standalone build while the error persists. This seems to be a problem with serialization. I'm new to AssetBundles and don't know too much about how Unity serializes things, and the documentation hasn't been much help thus far. Is this a bug? Any tips on how to move forward resolving this issue would be greatly appreciated!

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