ArgumentException: GUID required
I got a few of these:
ArgumentException: GUID required
Parameter name: guid
Ogxd.ProjectCurator.ProjectCurator.AssertGuidValid (System.String guid) (at ./Library/PackageCache/com.ogxd.project-curator@adc4b63683/Editor/ProjectCurator.cs:181)
Ogxd.ProjectCurator.ProjectCurator.RemoveAssetFromDatabase (System.String guid) (at ./Library/PackageCache/com.ogxd.project-curator@adc4b63683/Editor/ProjectCurator.cs:67)
Ogxd.ProjectCurator.AssetProcessor+<>c__DisplayClass3_0.<OnWillSaveAssets>b__0 () (at ./Library/PackageCache/com.ogxd.project-curator@adc4b63683/Editor/AssetProcessor.cs:39)
Ogxd.ProjectCurator.AssetProcessor.OnUpdate () (at ./Library/PackageCache/com.ogxd.project-curator@adc4b63683/Editor/AssetProcessor.cs:25)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <88872b21b1e746a7ad699974a2be8304>:0)
https://github.com/ogxd/project-curator/blob/6a70b7c196d4c99c1a6c5ad183abba1c3664ebe2/Editor/AssetProcessor.cs#L38
My guess is the path exists on save, but no longer exists when the action is dequeued in OnUpdate. Not sure how that could be, but the case should be handled.
If I keep seeing it I'll include more debug info here like logging out the problematic path so I can pinpoint the case.
Same here. getting this now and then. It may also affect the project window's ability to show previews (thumbnails) of assets..
Oh right, it's trivial to prevent the error! I'll open a PR. Just needs an if check from that context.
I hadn't realised it had any consequences beyond signalling that internal logic was flawed.
Lol I also didn't check if it really is the cause.. I think I'm too lazy for that 😅 Edit: Ok so I've completely remove Project Curator from the project and the thumbnails are still an issue.. so it isn't the project curator's fault (at least in my case) 😬
I've been keeping an eye out for this, but it happens so rarely.
I've been keeping an eye out for this, but it happens so rarely.
Really? lucky you.. I'm constantly getting it. I wonder why...
This is when creating a prefab from the scene
This is when baking occlusion culling
This from baking lighting..
They're all over the place in my case lol
Thanks for the repro cases, @Barina, I'll take a look into it. I've got a few PRs open here. I want to fix this one too.
Haven't attacked this yet, but I have discovered that a consistent repro is applying changes to an image. I suspect this is caused by sub-assets (because the Sprite asset is a child of the Image asset).
I'm not sure how dependencies are tracked with sub-assets, but the project curator is showing the correct things.
Hope this will be squashed soon :)