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coding-an-editorwindow-to-create-default-animations-from-sprites's Introduction

Senior .NET Developer | Web API | Framework | Azure | Unity 3D.

With over 22 years of professional programming experience, I am a senior .NET developer working for the last 18 years with .NET and C#.

I write about C#, Unity 3D, game development and web development, and more at https://diegogiacomelli.com.br.
Currently interest in anything that I can code with C# and mostly working on web projects during the day and game development projects with Unity 3D during the night.


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coding-an-editorwindow-to-create-default-animations-from-sprites's Issues

CreateAsset throws from Fully Qualified Path

Create asset must be supplied a relative path in order to create the asset. DefaultAnimationsSettings creates a fully qualified path and uses it during the LoadAsset method and prevents the ScriptableObject from being saved.

In my case the fix was swap out path for a hardcoded path.

var path = "Assets/Editor/DefaultAnimations/DefaultAnimationsSettings.asset";`

https://docs.unity3d.com/ScriptReference/AssetDatabase.GetAssetPath.html

https://docs.unity3d.com/ScriptReference/AssetDatabase.CreateAsset.html

Thanks for this tool :)

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