project.bytes and project.xml
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rollin
✭
in Photon Bolt
Hi everyone.
Just wondering if project.bytes is obsolete? Is it still required?
It seems the .bytes file is automatically generated but not from the xml?!
If I just use my xml the generated bytes is more or less empty and if I use my bytes file then unity crashes
I use 2018.1 beta 10 as I want to switch over to 2018.1 and build with net 4.x and IL2CPP. Though, I currently struggle to get bolt running.
Basically I really don't like the bytes file. I'm working with bolt now since it came out in 2014?! And I never liked it. The xml is really nice though (version control and file merging!) but I'm currently unable to get my bolt assets only from the xml.
Am I doing something wrong on my end?
Btw: All fine on my working repo where I'm still on 5.6.x
Also the problem occurs if I import the bolt freshly from the assets store. (Interestingly there is no xml file there) but it crashes as soon as I select the bytes file.
Just wondering if project.bytes is obsolete? Is it still required?
It seems the .bytes file is automatically generated but not from the xml?!
If I just use my xml the generated bytes is more or less empty and if I use my bytes file then unity crashes
I use 2018.1 beta 10 as I want to switch over to 2018.1 and build with net 4.x and IL2CPP. Though, I currently struggle to get bolt running.
Basically I really don't like the bytes file. I'm working with bolt now since it came out in 2014?! And I never liked it. The xml is really nice though (version control and file merging!) but I'm currently unable to get my bolt assets only from the xml.
Am I doing something wrong on my end?
Btw: All fine on my working repo where I'm still on 5.6.x
Also the problem occurs if I import the bolt freshly from the assets store. (Interestingly there is no xml file there) but it crashes as soon as I select the bytes file.
0
Comments
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Can you file an issue here with the steps you took to get the problem to happen after importing Bolt into a new project? https://github.com/BoltEngine/Bolt-Tracker/issues0
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Hi,
Sure!
Regarding the files and my issue above. Do you know if and how I can get my bolt assets loaded from the project.xml?0 -
By importing Bolt into a new project, creating a Bolt asset, changing Bolt settings to serialize as text, and compiling, I get project.xml and no .bytes file.0
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Ok thx! That helped me! I figured out that during the update process the save-as-text checkbox changed to unchecked.
- I then deleted the project.bytes in windows (as I can't select it in Unity) and restarted the editor.
- Unfortunately just about half of the project.xml was loaded.
- A file compare showed that different assets where using the same GUID before and after the update (e.g. asset B was using the GUID of asset A)
- So I deleted bolt.user.dll bolt.user.dll.mdb, again restored the project.xml the the version prior the update and restarted the editor again.
- Now it did load all assets from the xml.
- Then I did a rebuild-prefabs-database
- And compiled the assets via the bolt ui.
Now it works.. but that was a ride.. Not sure if this is a bug or just undocumented behaviour?! At least now I'm aware of this.0