I posted this post a couple of weeks ago, but somehow the post is acting weird and I can't read the contents. I wonder if the admin could delete my previous post at
https://hutonggames.com/playmakerforum/index.php?topic=20238.0Prefab+FSM Bugs
Area: Editor
Frequency: Always
1) What happened
During the build, tons of error happens, the error is gone when I remove FSM inside my prefab. However, if any of my prefabs contains FSM it will give these errors
2) How can we reproduce it
Make any object, add FSM state inside it and prefab it, then build it, at least this is what happens to mine
3) Why I'm so sure that this related to Playmaker?
I revert back from the older version of a playmaker which is p10 then the problem is gone
here's are the error (Some of it, because it is similar with different asset name)
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Library/unity editor resources'
Asset name: Font Material
(You are probably referencing internal Unity data in your build.)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Library/unity editor resources'
Asset name: toggle
(You are probably referencing internal Unity data in your build.)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Library/unity editor resources'
Asset name: toggle on act
(You are probably referencing internal Unity data in your build.)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Library/unity editor resources'
Asset name: Font Texture
(You are probably referencing internal Unity data in your build.)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Thank You