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Build error when Manifest Name same as it's parent directory name. #124

Description

@hiroki-o

Original report by PuzzledBoy (Bitbucket: PuzzledBoy, GitHub: PuzzledBoy).


Hi,Love AssetGraph Tool, I bet it will become the most popular and useful AssetBundle Tool in the future.

Recently I find out a issue.
if I Set the Manifest Name(at the node Build Asset Bundles) same to it's parent directory name, then I get a build error,and lost the Manifest bundle at the build result.

01.png

The error message:

FileNotFoundException: E:/UnityProjects/SimpleABGTExample/Assets/TestAssetBundlesBuild/TestAssetBundlesBuild does not exist
System.IO.File.Move (System.String sourceFileName, System.String destFileName) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:318)
UnityEngine.AssetGraph.BundleBuilder.Build (BuildTarget target, UnityEngine.AssetGraph.DataModel.Version2.NodeData node, IEnumerable1 incoming, IEnumerable1 connectionsToOutput, UnityEngine.AssetGraph.Output Output, System.Action3 progressFunc) (at Assets/AssetGraph/UnityEngine.AssetGraph/Editor/System/Node/Buitin/BundleBuilder.cs:460) UnityEngine.AssetGraph.AssetGraphController.DoNodeOperation (BuildTarget target, UnityEngine.AssetGraph.DataModel.Version2.NodeData currentNodeData, IEnumerable1 incoming, IEnumerable1 connectionsToOutput, UnityEngine.AssetGraph.Output outputFunc, Boolean isActualRun, System.Action3 updateHandler) (at Assets/AssetGraph/UnityEngine.AssetGraph/Editor/System/Core/AssetGraphController.cs:210)
UnityEditor.EditorApplication:Internal_CallDelayFunctions()

Unity version 2017.2.1p3.
Thank you.

Activity

  1. added this to the 1.4 milestone on Mar 3, 2020
  2. modified the milestones: 1.4, 1.7.0 on Apr 5, 2020
  3. self-assigned this
    on Apr 5, 2020
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