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Added missing meta files #696

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merged 1 commit into from
Apr 2, 2025
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JamesMcGhee
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@JamesMcGhee JamesMcGhee commented Apr 1, 2025

Your recent changes seem to have omitted the Unity meta files for the Timeline folder and type file so Unity will ignore them, causing a stream of errors for users using master.

I dropped it into Unity root and added those generated meta files so that should resolve the errors others are seeing, resolving issue #695

@rlabrecque rlabrecque merged commit 0e37ffa into rlabrecque:master Apr 2, 2025
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Thanks, sorry about that! Looks like this will need to happen on this 1.62 change as well cc3402d

I'm surprised SteamTimeline.meta wasn't required before, is this just because NativeMethods [and friends] was requiring the new TimelineEventHandle_t type?
This also has me curious about why it's SteamTimeline.meta, not SteamTimeline.meta, given TimelineEventHandle_t.cs.meta.

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JamesMcGhee commented Apr 2, 2025

Unity simply ignores any asset that doesn't have a meta file
So if nothing else used it, then it not being there wouldn't be noticed, which answers the first question.

As to the second

SteamTimeline.meta, not SteamTimeline.meta

Not seeing the question there? Anyway not sure meta files are generated files that tell Unity what the asset's ID is for the asset database. e.g. it just associates a GUID with the file, if 2 things have the same ID even if the name is not the same, it will treat them as the same asset as I recall.

The metadata file is a real pain in the arse for various use cases :) But it is baked deep into how Unity Editor works under the hood. UPM (Unity Package Manager) makes this even worse ... in the olden days when assets were all modifiable by the engine, then if you forgot a meta file, no problem, it would just generate it and 99% of the time that was fine. However, a "managed" package cannot be modified so it will not generate the meta file, and thus it will simply ignore the asset that is missing a meta file, hence the issue this time around.

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