Can't start ES3 on Unity 2019.3

Discussion and help for Easy Save 3
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nFighter
Posts: 52
Joined: Thu Apr 12, 2018 7:15 am

Can't start ES3 on Unity 2019.3

Post by nFighter »

Hey! I'm importing fresh ES3 to the Unity 2019.3 project and willing to start from disabling "auto add manager to scene" and "autoupdate reference". Unfortunately, I can't. Every time I open Easy Save manager on a Settings tab it falls to some kind of endless cycle. My editor almost stop responding to clicks, and every time I manage to click on a checkbox it drops error

Code: Select all

ArgumentNullException: Value cannot be null.
Parameter name: target
ES3Editor.SettingsWindow.OnGUI () (at Assets/Plugins/Easy Save 3/Editor/SettingsWindow.cs:73)
ES3Editor.ES3Window.OnGUI () (at Assets/Plugins/Easy Save 3/Editor/ES3Window.cs:101)
I can't delete the manager cos it immediately auto appear back and I can't disable it settings :(
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Joel
Moodkie Staff
Posts: 4824
Joined: Wed Nov 07, 2012 10:32 pm

Re: Can't start ES3 on Unity 2019.3

Post by Joel »

Hi there,

We're currently waiting for Unity to approve our 2019.3 update. However, I'll PM you this update in advance.

All the best,
Joel
Joel @ Moodkie Interactive
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nFighter
Posts: 52
Joined: Thu Apr 12, 2018 7:15 am

Re: Can't start ES3 on Unity 2019.3

Post by nFighter »

Oh, so you aware of the issues, great! Don't worry, I'll wait for the official release then :geek:
qinjie
Posts: 3
Joined: Thu Feb 27, 2020 11:57 am

Re: Can't start ES3 on Unity 2019.3

Post by qinjie »

nFighter wrote:Oh, so you aware of the issues, great! Don't worry, I'll wait for the official release then :geek:
Open SettingsWindow.cs in your project, find Init() function and remove this line:

//PrefabUtility.SavePrefabAsset(defaultSettingsGo);

It should be solved.
nFighter
Posts: 52
Joined: Thu Apr 12, 2018 7:15 am

Re: Can't start ES3 on Unity 2019.3

Post by nFighter »

qinjie wrote:
nFighter wrote:Oh, so you aware of the issues, great! Don't worry, I'll wait for the official release then :geek:
Open SettingsWindow.cs in your project, find Init() function and remove this line:
//PrefabUtility.SavePrefabAsset(defaultSettingsGo);
It should be solved.
Awesome! Thank you <3
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