Hand of Fate 2

Hand of Fate 2

Does fate favor you, Game Master?
Create and submit all-new encounters, challenges, equipment, traits, and more and shape your own adventures in the Game of Life and Death.
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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/
Viimeisin muokkaaja on jenwalter666; 11.2.2018 klo 19.49
Alkuperäinen julkaisija: 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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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.
Dargenom lähetti viestin:
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?
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.
Dargenom lähetti viestin:
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.
are there any other requirements aside from this?
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.
Dargenom lähetti viestin:
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.
That could be it, try following the update instructions in the readme and see if that fixes the problem.
what a bummer - it's still bugged out. appreciate the help anyway. i have another unanswered discussion regarding monster cards of non-vanilla values.
i found the problem. my editor isn't making the mod file!
shiva  [kehittäjä] 2 11.2.2018 klo 16.12 
Can you zip up:
-Assets/Mod.prefab
-Assets/Mod.prefab.meta
and send them to support@defiantdev.com please?
okay. going to send the email in a bit.
the email was sent 30 mins ago. late reply :P
Tämän keskusteluaiheen laatija on merkinnyt viestin vastaavan hänen kysymykseensä.
shiva  [kehittäjä] 2 11.2.2018 klo 18.53 
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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