Unity 解决 An asset is marked with HideFlags.DontSave but is included in the build 问题

找来找去发现是由于UILabel 引用了Library/unity editor resources中的字体引发的。

所以我写了个脚本,来check所有UILabel的字体名称, 并显示错误引用字体的Prefab

using UnityEngine;  
using System.Collections;  
using System.Collections.Generic;  
using UnityEditor;  
using System.IO;  

public class PrefabCheck : MonoBehaviour {
    // 在菜单来创建 选项 , 点击该选项执行搜索代码  
    [MenuItem("Tools/Check Font")]
    static void CheckSceneSetting() {
        List<string> dirs = new List<string>();  
        GetDirs(Application.dataPath, ref dirs);  

    }  
    //参数1 为要查找的总路径, 参数2 保存路径  
    private static void GetDirs(string dirPath, ref List<string> dirs)  
    {  
        foreach (string path in Directory.GetFiles(dirPath))  
        {  
            //获取所有文件夹中包含后缀为 .prefab 的路径  
            if (System.IO.Path.GetExtension(path) == ".prefab")  
            {  
                dirs.Add(path.Substring(path.IndexOf("Assets")));
                GameObject obj =  (GameObject)AssetDatabase.LoadAssetAtPath (path.Substring(path.IndexOf("Assets")), typeof(GameObject));
                if(obj != null){
                    GameObject instance =  Instantiate(obj);
                    UILabel[] labels = instance.GetComponentsInChildren();
                    foreach(UILabel label in labels){
                        if(label.trueTypeFont != null && label.trueTypeFont.name.Contains("Lucida")){
                            Debug.Log(label.trueTypeFont.name);
                            Debug.Log(path.Substring(path.IndexOf("Assets")));  
                        }
                        if(label.bitmapFont != null && label.bitmapFont.name.Contains("Lucida")){
                            Debug.Log(label.bitmapFont.name);
                            Debug.Log(path.Substring(path.IndexOf("Assets")));
                        }
                    }
                    DestroyImmediate(instance);
                } else {
                    Debug.LogError(path.Substring(path.IndexOf("Assets")));  
                }


            }  
        }  

        if (Directory.GetDirectories(dirPath).Length > 0)  //遍历所有文件夹  
        {  
            foreach (string path in Directory.GetDirectories(dirPath))  
            {  
                GetDirs(path, ref dirs);  
            }  
        }  
    }  
}

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