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Build Problem - asset is marked as don't save
I have a unity project which used to build perfectly. At some point I recognized that I can not build my project anymore and I am receiving these errors when I want to build on a PC (Windows 7 64bit):
Error 1: (I get this twice)
An asset is marked as dont save, but is included in the build:
UnityEditor.HostView:OnGUI()
Error 2:
Building - Failed to write file: sharedassets0.assets UnityEditor.HostView:OnGUI()
Error 3:
Error building Player: Couldn't build player because of unsupported data on target platform.
I tried different ways to track down this issue but no luck so far.
I tried removing objects, scripts, prefabs and at some point when I have removed most assets of the project the issue goes a way but I couldn't find a repeating pattern.
Re-importing the project didn't help as well.
I also created a new project which was being built perfectly and tried to copy assets from the old project. The issue showed up again :S
The same project can be built on a Mac machine. Both machines have pro licenses.
Any idea?
Update
The issue was because of a third party component having few bugs. I solved those issues and now the project works perfectly.
Hello, I'm having the same problem, and can not pinpoint the culprit. I can not build most scenes now. Was it the EWS GUI component? Could you please tell me how were you able to solve this issue?
well as I said the error message was not giving me a clue about what needs to be fixed. In my case I was using iGUI component and one script on one of the smart objects was missing. I just got lucky that I noticed it. After I solved the missing script by re-attaching the script to the component in the inspector then I managed to build the project without any issue. hope this helps.
Thanks, I was also able to solve the problem. $$anonymous$$y problem were two assets created with EWS GUI. What I did was narrow down the build settings to the specific scenes, and then see the two assets in common to those scenes. After removing the assets, and making sure it builds, I re-created that asset (GUI Skin) without the problematic component. The reason why I was able to narrow it down quickly was because of your thread, and because I actually noticed this component did NOT save the settings once after I restarted Unity (which is frustrating in itself). Hope this helps if anybody has the same problem, as the error is not easy to troubleshoot.
Answer by Fist Full of Code · Nov 24, 2013 at 01:06 PM
I just got this issue and resolved it when I finally deduced that it was a font. The font was Lucida Bold and I THINK it was in the NGUI/Playmaker 3rd party add on package and when I installed Unity 4.3 something happened to the font. I don't see a record of the font in my repository so that part is still a mystery but now I can build. The references stayed despite the font missing and were causing builds to fail and produce the same output shown in the opening post. At the time I just needed a temporary font, didn't care which. When I replaced the font, builds started working again. Happy hunting.
I had the same cause, it doesn't compile with any Lucida font assigned for any label.
This worked for me - I'd moved from a PC system to a $$anonymous$$ac system to build it for iOS -- of course, the font I'd selected on the PC didnt exist on the $$anonymous$$ac.
Thanks so much for sharing this. I had the same problem with Lucida font and I was cracking my head up trying to figure out what was wrong.
Thank you. I would of never figured out why I was getting this error.
Answer by Meltdown · Jan 20, 2014 at 03:02 AM
I had this issue too, all I did was close Unity and re-open it, problem solved.
Similar issue, I got the following error: "GetFileByPath(filePath) == NULL UnityEditor.HostView:OnGUI()"
and the build wouldn't execute. By restarting Unity I still got the error, but now it built correctly.
Did this happen to you as well? Btw, I'm using Unity 5.4.1.
Answer by valyard · Mar 18, 2014 at 09:47 AM
My problem was that for some reason one of the prefabs had hideFlags switched. I compared it in a merge tool with other prefabs and found these lines:
```SkinnedMeshRenderer: m_ObjectHideFlags: 13```
And all the other prefabs had 1 as m_ObjectHideFlags
value. Hope this will help someone.
Works, thank you! We don't know why some components in our gameobject were disabled. Sorry, but I can't vote yet.
Answer by pabloromocl · Jul 17, 2013 at 08:39 PM
The problem is this:
Also is not recommended at all to use it. I kept losing changes in skins everytime i was using it.
I had the same problem and i had to delete all the examples that came with the package and i could build again.
To go back to the normal editor i have to change from Inspector -> Debug Mode. I'm not sure how to uninstall that package, if anybody could help me with that would be great.
It's surprising that was develop by Unity Tech.
Please submit a bug report using the built in bug reporter if this asset stops you from building your game.
Answer by RMGK · Dec 01, 2013 at 06:52 AM
I had the issue when trying to use dynamic fonts with NGUI. As soon as I switched back to Bitmap fonts, all was good.
Thanks @R$$anonymous$$G$$anonymous$$! I had the same issue! The problem disappeared when I changed the dynamic font to Arial. $$anonymous$$aybe I should start using Bitmap fonts on my project! ;p
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