Troubleshooting

= Troubleshooting =

Known Gotchas - Shipbuilder

 * If something doesn't load correctly, make sure that everything that needs to be marked as addressable, is!
 * The EditorCache is a cache, and is not modifiable. If you want to clone something, follow the instructions here
 * Shipbuilder is caching all (game based) addressables at the moment. This means that the view of an addressable prefab won't update unless you remove it's prefab from "Assets/EditorCache"
 * When using asset references, it must be the assets GUID, not the addressable name/path
 * Saving the scene will save all overrides to the top level prefabs that are loaded - this is normally very helpful, but it is something to be aware of.

Known Gotchas - Game

 * The game doesn't tend to work with scaling, but negative scaling will especially break things.

Unity Exceptions
The Shipbuilder project will generate a bunch of (harmless) errors, but these don't impact the building process. There are also some known common exceptions that you will need to fix.

Fix required

 * "Broken text PPtr. GUID 000...": Appears when something is referring directly to in-game content that needs to be properly referenced or cloned.
 * "Could not extract GUID in text file": As above

Harmless

 * "Burst error BC1054: Unable to resolve type": Unknown cause, harmless
 * "System.Reflection.ReflectionTypeLoadException" followed by "System.NullReferenceException": Unknown cause, harmless
 * "Could not Move to directory Library/com.unity.addressables/aa/Windows, directory arlready exists.": Unknown cause, harmless
 * "Cannot instantiate objects with a parent which is persistent. New object will be created without a parent.": Due to the way the Shipbuilder is caching game assets, harmless