EffectCompileLog is compiled into the Windows project
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- 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:
- Create a new project (for example from a template such as TopDownRPG).
- Build and run the game from the GameStudio.
- Import the generated effects.
- Attempt to save
Expected behavior
The effect log file is created under the usual Assets folder.
Screenshots

Additional Context
Issue did not occur in 3.0.0.6 version.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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