Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
8
Question by MrDude · Nov 12, 2012 at 08:06 AM · assetsexporthowdependencies

Is the Asset export function broken?

I create a prefab in Project A, then I start project B and go: "Ohhhh, that prefab would be great in this new project" so I go to project A and select the prefab and , as per usual, Unity decides to build me an asset containing absolutely every single file in my project.

Doesn't matter if I click on a folder or a file, my export brings up every single file in the project...

WTF!?!?

Obviously we are going to have one or two very smart people who are going to suggest that I have 'Include dependencies" selected so before you think me a complete idiot, let me explain my latest attempt:

I have a game object with 0 components. it is the parent of another game object that contains: Elipsoid particle emitter and Particle Renderer and nothing else...

So I click on it and hit the asset export option and it brings up a box with 300 Audio files, 460 Textures, 80 scripts, models etc etc etc... 95% of which are in Resources folders and not linked to anything that could make them "dependencies". Hell, it even includes my scenes!

So I ask again: WTF????

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Wrongfire · Apr 25, 2016 at 06:18 AM 1
Share

2016, unity 5. still broken. We lost a HUGE chunk of our games project and many days worth of work because this prefab of a mesh included literally every script, file, and texture decided to overwrite literally every script with an outdated version.

A prefab of a $$anonymous$$ESH with no scripts includes EVERY file, including scripts for no apparent reason. No prompt on overwrite, we lost 4 days of work. This is unbelievable.. From an error reported in 2012.

9 Replies

· Add your reply
  • Sort: 
avatar image
16

Answer by jczaban · Feb 13, 2013 at 03:31 AM

After raging for a bit, I found an obvious and simple work-around that should work for most situations.

Example: If you want to export your playerPrefab, right click on it and select dependencies. Right-click again and export package. Uncheck include dependencies.

This should give the same results that you would get before Unity 4.(i.e. wont' include all scripts automatically)

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image romanluks · Jan 24, 2015 at 03:10 PM 0
Share

This works for me. Thanks

avatar image
6

Answer by StarManta · May 21, 2014 at 04:16 PM

I'm going to chime in, agreeing with everyone else that "including every single script" is just about the worst possible behavior for this function.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
5

Answer by jczaban · Feb 13, 2013 at 02:41 AM

"Yes, but this is intended. If exported object uses at least one script, all will be shown as dependencies, because in that script you might be using other ones and by default we want you not to lose any dependencies."

Wow, seriously?? At least have a check box to include all scripts instead of forcing it. This is a horrible solution. I realize proper source control is ideal for multiple people working on different parts of a project, but it was quite manageable with the old export system. This new "feature" is going to overwrite files that have nothing to do with what's being exported/changed.

This is a lazy and dangerous "fix" to something that wasn't broken.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image olkeencole · Apr 30, 2013 at 11:59 PM 0
Share

Looks like this method works alright. Thanks for the great tip! Still think Unity should go back to the old way. Had no problems with it before. They in effect fixed something that wasn't broken as far as I know.

avatar image
3

Answer by ChiefPMM · Nov 26, 2012 at 01:11 AM

I discovered the same issue with Unity 4. Have you submitted a bug report?

I submitted a bug report on 26 Nov 2012. I'm confident the Unity Team will look into the issue and respond in due time.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image jdyeager · Feb 01, 2013 at 02:42 PM 0
Share

I submitted a bug (#501685) in November of last year with Unity 4. The problem I was seeing was that every script in my project was included in the export window when any script was part of the asset export. The response I got from Unity QA was:

"Yes, but this is intended.

If exported object uses at least one script, all will be shown as dependencies, because in that script you might be using other ones and by default we want you not to lose any dependencies."

So apparently for now they do not consider the dependency checking for asset export broken. This is definitely not the behavior in 3.5 though. Exporting a package there did a pretty good job of getting dependencies most of the time and did not try to include everything 'just in case'.

avatar image
2

Answer by masterchafe · Dec 09, 2012 at 03:24 AM

same problem here since Unity4

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
  • 1
  • 2
  • ›

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Moving Assets / Packages From Unity 5 To 4 ? 3 Answers

how to use EditorObjExporter .obj-saving-script from the wiki? 5 Answers

Is there any way to save/export a unity project with only the needed assets? 2 Answers

Asset dependencies - selection/export 0 Answers

How to check if other Asset exists? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges