Type with name NodeCanvas.Behavior.Selector could not be resolve on Build.

NodeCanvas Forums Support Type with name NodeCanvas.Behavior.Selector could not be resolve on Build.

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  • #15919
    ugo
    Participant

    Hello, my problem is simple: Have have a simple project with an FSM, and inside several Behavior tree with transition. It work well until I want to build, on mobile. Then I have these errors: (see pictures).

    After a long list of error I have finaly that one:

    Autoconnected Player (Graph Error): You’ve tried to start graph without a ‘Start’ node.

     

    Well I don’t know what to do… I am close to delete Node Graph entirely to not lose too many time & money on that.

     

    Unity version: 2020.3.10f1

    NodeCanvasVersion: the last one, 3.2.1

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    #15921
    Gavalakis
    Keymaster

    Hello there,

    Can you please post for me all the errors you have (not only the last one)?

    Also, have you generated the AOTClasses.cs and link.xml files through the Preferred Types Editor window? This is a required step when building for AOT platforms which mobiles are. Please take a look at this related documentation section.

    Please let me know.

    Thank you!

    Join us on Discord: https://discord.gg/97q2Rjh

    #15922
    ugo
    Participant

    So I had 2 problems. Adding the AOT class solved the first one (you should consider adding that automaticly)

    The second problem was: If NodeCanvas call empty function (or function with only Debug.Log), on build it fail, I think it’s because the compiler remove unecessary empty function.

     

    Thanks! it’s solved.

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