I tracked it down to a spine build preprocessing call in SpineBuildProcessor.cs, that once I disabled let us move on just fine with building. But I have no idea what disabling this will do or why it was causing crashes in the first place, and am pretty concerned about this either being caused by a problem with out spines or the runtime itself.
This is the problematic chunk:
internal static void PreprocessBuild () {
isBuilding = true;
#if HAS_ON_POSTPROCESS_PREFAB
var assets = AssetDatabase.FindAssets("t:Prefab");
foreach(var asset in assets) {
//string assetPath = AssetDatabase.GUIDToAssetPath(asset);
//GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
//if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
// prefabsToRestore.Add(assetPath);
//}
}
AssetDatabase.SaveAssets();
#endif
}
Thanks!isBuilding = true;
#if HAS_ON_POSTPROCESS_PREFAB
var assets = AssetDatabase.FindAssets("t:Prefab");
foreach(var asset in assets) {
//string assetPath = AssetDatabase.GUIDToAssetPath(asset);
//GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
//if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
// prefabsToRestore.Add(assetPath);
//}
}
AssetDatabase.SaveAssets();
#endif
}