stride3d / stride3d/stride

EffectCompileLog is compiled into the Windows project

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area-Asset bug
Dominant language
C#
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Description

Release Type: Official

Version: 3.1.0.1-beta01-0313

Platform(s): Windows

Describe the bug
After running the game, the imported effects are compiled into EffectCompileLog.xkeffectlog. However, the file is not created under the usual Assets folder, but instead under a subfolder of the Windows project.

This causes issues if an effect log file already existed in the usual Assets folder.

To Reproduce
Steps to reproduce the behavior:

  1. Create a new project (for example from a template such as TopDownRPG).
  2. Build and run the game from the GameStudio.
  3. Import the generated effects.
  4. Attempt to save

Expected behavior
The effect log file is created under the usual Assets folder.

Screenshots
image

Additional Context
Issue did not occur in 3.0.0.6 version.

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Reproduce this on Windows by creating a template project such as TopDownRPG, building and running it from GameStudio, importing the generated effects, and attempting to save. Inspect where EffectCompileLog.xkeffectlog is written and compare that behavior with version 3.0.0.6; done means the log is created under the usual Assets folder.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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