Hand of Fate 2

Hand of Fate 2

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[SOLVED] "no files built" issue
despite me building my addon, the final upload button is greyed out with "no files built" as a popup message.
what's the problem here? i'm using windows 8.1, if you are wondering.

UPDATE: I've found the reason - the editor isn't making a file named "mod" and "mod.manifest" for some reason, after doing a comparison test with a fresh editor.


thank you shiva for helping me fix the issue! i still have another issue you can find here:
https://steamhost.cn/steamcommunity_com/app/456670/discussions/2/1700542332324966877/
Last edited by jenwalter666; 11 Feb, 2018 @ 7:49pm
Originally posted by shiva:
Thanks for that. Did you rename your mod at some point? Or accidently delete the mod.prefab.meta file (perhaps when upgrading your project)?
I'm not sure how, but your mod file is saying not to build it with the other files. You can fix it locally by opening the mod.prefab.meta (while Unity is closed) in a text editor and adding mod/mymod/mod as the value of 'assetBundleName'.
Hopefully your answers to my questions above can lead me to a fix for the underlying issue.
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Showing 1-15 of 17 comments
Dargenom 5 10 Feb, 2018 @ 11:50am 
Double check that you have added at least one card to your addon and that the addon is added to an addon set. When you press the build button, give Unity a few minutes to finish the process before checking the publish screen and see if it still gives the same message.
jenwalter666 10 Feb, 2018 @ 12:54pm 
Originally posted by Dargenom:
Double check that you have added at least one card to your addon and that the addon is added to an addon set. When you press the build button, give Unity a few minutes to finish the process before checking the publish screen and see if it still gives the same message.
does it take a few minutes for unity to detect if the built mod is there?
Dargenom 5 10 Feb, 2018 @ 12:58pm 
At least on my end it takes Unity a few minutes to bundle all the files, during which time the program is largely unresponsive, but I imagine if it was responsive it wouldn't be able to publish an unbundled mod.
jenwalter666 10 Feb, 2018 @ 12:59pm 
Originally posted by Dargenom:
At least on my end it takes Unity a few minutes to bundle all the files, during which time the program is largely unresponsive, but I imagine if it was responsive it wouldn't be able to publish an unbundled mod.
it takes about a few seconds for unity to finish building the "game-ready" files.
just checked and my addon does have at least one card, and it has been added to an addon set.
jenwalter666 10 Feb, 2018 @ 1:01pm 
are there any other requirements aside from this?
Dargenom 5 10 Feb, 2018 @ 1:08pm 
Not that I know of, I haven't been able to recreate this particular issue on my end since the latest SDK update unfortunately. Hopefully the devs can help you sort it out.
jenwalter666 10 Feb, 2018 @ 1:13pm 
Originally posted by Dargenom:
Not that I know of, I haven't been able to recreate this particular issue on my end since the latest SDK update unfortunately. Hopefully the devs can help you sort it out.
it might be because i installed the latest SDK over the previous version without deleting anything by hand.
Dargenom 5 10 Feb, 2018 @ 1:18pm 
That could be it, try following the update instructions in the readme and see if that fixes the problem.
jenwalter666 10 Feb, 2018 @ 1:30pm 
what a bummer - it's still bugged out. appreciate the help anyway. i have another unanswered discussion regarding monster cards of non-vanilla values.
jenwalter666 11 Feb, 2018 @ 2:08pm 
i found the problem. my editor isn't making the mod file!
shiva  [developer] 2 11 Feb, 2018 @ 4:12pm 
Can you zip up:
-Assets/Mod.prefab
-Assets/Mod.prefab.meta
and send them to support@defiantdev.com please?
jenwalter666 11 Feb, 2018 @ 4:28pm 
okay. going to send the email in a bit.
jenwalter666 11 Feb, 2018 @ 6:30pm 
the email was sent 30 mins ago. late reply :P
The author of this topic has marked a post as the answer to their question.
shiva  [developer] 2 11 Feb, 2018 @ 6:53pm 
Thanks for that. Did you rename your mod at some point? Or accidently delete the mod.prefab.meta file (perhaps when upgrading your project)?
I'm not sure how, but your mod file is saying not to build it with the other files. You can fix it locally by opening the mod.prefab.meta (while Unity is closed) in a text editor and adding mod/mymod/mod as the value of 'assetBundleName'.
Hopefully your answers to my questions above can lead me to a fix for the underlying issue.
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Showing 1-15 of 17 comments
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