Hey, So I have been having a really weird issue. And have narrowed down the issue to only starting to occur after I imported easy save. For some reason, any of the images I import into unity has to be set to read/write in the inspector (import settings), for them to be seen in a build. (using for UI, Materials etc)
I have pulled a commit from just before I imported easy save, and it works fine, and also pulled a commit just after easy save was imported and that is when the issue occurred. I cant figure out why this is, is there any settings somewhere in ES3 that I may have accidently changed that could be causing this, or any reason why ES3 could be causing this.
Edit : just want to add I created a build using the commit from just before adding es3, made a build and it worked fine. I then added es3 and made a new build and thst build was not working correctly, the images would not show. The only thing I done was adding es3
Weird issue after importing easy save
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- Joined: Wed Oct 11, 2023 9:52 pm
Re: Weird issue after importing easy save
Hi there,
We've had no reports of this, though be aware that if you're saving/loading those images then they do need to be read/write enabled (otherwise it's impossible for it to get the texture data). But there's no way for Easy Save to affect any images which aren't being saved/loaded.
If you're saying the latter is happening, please could you replicate this in a new project with a simple scene using the latest version of Easy Save and send it to me using the form at moodkie.com/repro.
All the best,
Joel
We've had no reports of this, though be aware that if you're saving/loading those images then they do need to be read/write enabled (otherwise it's impossible for it to get the texture data). But there's no way for Easy Save to affect any images which aren't being saved/loaded.
If you're saying the latter is happening, please could you replicate this in a new project with a simple scene using the latest version of Easy Save and send it to me using the form at moodkie.com/repro.
All the best,
Joel