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License: MIT License
Unity Editor extension for exporting consistent revisions of unitypackages with custom configurations
License: MIT License
Trying to use e.g. 1.2.3-alpha
or 1.0.0-rc.1
results in an error when the exporter attempts to parse the version for comparison using System.Version.Parse
These files should be hidden from the preview since they are hidden files and will not be included in the final export
If trying to open an export configuration with both version file and package manifest missing, editor will throw a NullReferenceException:
NullReferenceException: Object reference not set to an instance of an object
Varneon.PackageExporter.PackageFileNameUtility.GenerateName (Varneon.PackageExporter.PackageExportConfiguration configuration, System.String versionString) (at Packages/com.varneon.package-exporter/Editor/PackageFileNameUtility.cs:14)
Varneon.PackageExporter.PackageExportConfiguration.GenerateFileName (System.String versionString) (at Packages/com.varneon.package-exporter/Editor/PackageExportConfiguration.cs:153)
Varneon.PackageExporter.ExporterWindow.UpdateOutputFileName () (at Packages/com.varneon.package-exporter/Editor/ExporterWindow.cs:756)
Varneon.PackageExporter.ExporterWindow.SetActiveConfiguration (System.String name) (at Packages/com.varneon.package-exporter/Editor/ExporterWindow.cs:539)
Varneon.PackageExporter.ExporterWindow.LoadPackageConfigurations () (at Packages/com.varneon.package-exporter/Editor/ExporterWindow.cs:501)
Varneon.PackageExporter.ExporterWindow.LoadPackageConfigurationStorages (System.Boolean createNewIfNoneFound) (at Packages/com.varneon.package-exporter/Editor/ExporterWindow.cs:473)
Varneon.PackageExporter.ExporterWindow.OnEnable () (at Packages/com.varneon.package-exporter/Editor/ExporterWindow.cs:308)
UnityEditor.EditorWindow:GetWindow()
Varneon.PackageExporter.ExporterWindow:OpenWindow() (at Packages/com.varneon.package-exporter/Editor/ExporterWindow.cs:296)
Add error handling for this and display a notification for the user link either version file or package manifest to the configuration
If the package export configuration is included on a collaboration project, the path won't be the same for everyone, this will force every contributor to update the export directory on their end and will cause excessive commits.
The ability to define local aliases for directories will solve this issue.
Automate the release workflow for creating new releases based on package manifest information with following assets included:
UnityEngine.UIElements.VisualElement.Add (UnityEngine.UIElements.VisualElement child) (at <735c071c072642ad8d077fa38c650a28>:0)
Varneon.PackageExporter.PackageExporterConfigurationStorageEditor.AddConfigurationBlock (Varneon.PackageExporter.PackageExportConfiguration configuration) (at ./Library/PackageCache/com.varneon.package-exporter@1de29b024d/Editor/PackageExporterConfigurationStorageEditor.cs:206)
Varneon.PackageExporter.PackageExporterConfigurationStorageEditor.CreateInspectorGUI () (at ./Library/PackageCache/com.varneon.package-exporter@1de29b024d/Editor/PackageExporterConfigurationStorageEditor.cs:68)
UnityEditor.UIElements.InspectorElement.CreateInspectorElementUsingUIToolkit (UnityEditor.Editor targetEditor) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.UIElements.InspectorElement.CreateInspectorElementFromSerializedObject (UnityEditor.SerializedObject bindObject) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.UIElements.InspectorElement.ExecuteDefaultActionAtTarget (UnityEngine.UIElements.EventBase evt) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <735c071c072642ad8d077fa38c650a28>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <735c071c072642ad8d077fa38c650a28>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <735c071c072642ad8d077fa38c650a28>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetAndDefaultPhase (UnityEngine.UIElements.EventBase evt) (at <735c071c072642ad8d077fa38c650a28>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.SendBindingEvent[TEventType] (TEventType evt, UnityEngine.UIElements.VisualElement target) (at <9f0f853070524c139e10a85a1cfcedb6>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.BindTree (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedProperty parentProperty) (at <9f0f853070524c139e10a85a1cfcedb6>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.ContinueBinding (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedProperty parentProperty) (at <9f0f853070524c139e10a85a1cfcedb6>:0)
UnityEditor.UIElements.Bindings.SerializedObjectBindingContext.Bind (UnityEngine.UIElements.VisualElement element) (at <9f0f853070524c139e10a85a1cfcedb6>:0)
UnityEditor.UIElements.Bindings.DefaultSerializedObjectBindingImplementation.Bind (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedObject obj) (at <9f0f853070524c139e10a85a1cfcedb6>:0)
UnityEditor.UIElements.BindingExtensions.Bind (UnityEngine.UIElements.VisualElement element, UnityEditor.SerializedObject obj) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.UIElements.InspectorElement..ctor (UnityEditor.SerializedObject obj, UnityEditor.Editor editor, UnityEditor.UIElements.InspectorElement+DefaultInspectorFramework defaultInspectorFramework) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.UIElements.InspectorElement..ctor (UnityEditor.Editor editor, UnityEditor.UIElements.InspectorElement+DefaultInspectorFramework defaultInspectorFramework) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.UIElements.InspectorElement..ctor (UnityEditor.Editor editor) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.UIElements.EditorElement.BuildInspectorElement () (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.UIElements.EditorElement.CreateInspectorElement () (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.EditorElementUpdater.CreateInspectorElementsWithoutLayout (System.Int32 count) (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.PropertyEditor.RebuildContentsContainers () (at <ac87b54e58ee4be198261fd5c8030d52>:0)
UnityEditor.InspectorWindow.RedrawFromNative () (at <ac87b54e58ee4be198261fd5c8030d52>:0)```
Exporter window is currently located under Varneon/Package Exporter/Exporter
:
After UPM Package Generator was extracted from this repository, the exporter window is the only menu item the exporter's context, so exporter window can safely be assigned to Varneon/Package Exporter
menu item.
I use a dedicated project for creating nature environments and it has anywhere between 50-100GB worth of assets, which is not viable to have included in the project for the final build.
I export the dependencies of the final scene using the exporter in order to make revisions easier, but exporting duplicates of already exported assets could be cut down by storing the export history of the assets.
Maybe have an option to toggle "export records" on the package configuration in order to keep track of already exported assets if duplicate exports are not desired.
The records of exported assets could be another scriptable object which stores the full path and GUID.
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