nesrak1
nesrak1
There is no "delete gameobject" feature, but if it works for you, you can open the gameobject reference in the transform and set m_IsActive to false to disable it. While...
This happens if the bundle has a stripped type tree and script info wasn't found. It may work if you copy the bundle to your game data root folder, next...
If the game is using cpp2il, you can try options->disable cpp2il and dump the dlls from il2cpp manually and put them in a folder called Managed next to the bundle....
The code that's having the exception is the mipmapping code trying to scale your image down to 0. However, there's a lot of checks to make sure the image you're...
It might just be taking a while. Encoding is definitely slower than decoding. The texture import/export doesn't have a progress bar, but it's probably a good idea to add one...
I'll have to make a big bundle to test on, but 9 hours definitely isn't right. Is it at max cpu the whole time? How big are the textures you're...
Can you check what texture format they are? I can't reproduce this with DXT5 images. Ten 2048x2048 images import in one second on my computer with a slightly worse CPU...
What texture format are the textures? Not like png, but like RGBA32 or DXT5. Single selecting a texture and clicking plugins -> edit texture will show this.
@goodlord can you post the exact error message? Did you export the images with a different tool like AssetStudio or did you export with UABEA?
Please try on the latest nightly. I didn't realize I had already made a fix for this bug but only applied it to the edit window and not batch import.