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Fixed AssetDatabase.Start/StopAssetEditing

Open sollaholla opened this issue 3 years ago • 0 comments

  1. For some reason the Start/Stop asset editing calls were not setup correctly in the scene post processor. This issue completely breaks asset bundle builds.

  2. The ".unity" check should only check if the file "EndsWith" the extension, not contains. I could have a prefab named "MyPrefab.unity.prefab".

sollaholla avatar Jul 22 '22 13:07 sollaholla