I've built a menuitem script to generate streamed level assetbundles from the currently open scene (script below). It worked once but now I get "Error building Player: Failed to move streamed scene file to '/Assets/New Resource.unity3d'." whenever I try to build a bundle. How do I resolve this? Unity crashed at one stage while I was testing this script - is that related?

I'm on unity 4 pro.


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

public class ExportLevelAssetBundles

	[MenuItem("Assets/Build Level AssetBundle from Open Level")]
	static void ExportResource ()
		//bring up save panel to get path and file name
		string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d");
		//if there is a path
		if (path.Length != 0)
			//for testing, show the chosen path

			//get the current application pathway and split it into an array by forward slashes
			string[] s = Application.dataPath.Split('/');
			//the project name is two forward slashes back from the end of the array
			string projectName = s[s.Length - 2];
			//Debug.Log("project = " + projectName);

			//get the position of the project name in the path chosen in savefilepanel
			int offset = path.IndexOf(projectName);
			//if offset does not return -1 (i.e. no position)
			if (offset != -1)
				//add the length of the project name to the offset
				offset = offset + projectName.Length;
				//slice the path into a shortened relative path with the filename
				string shortenedpath = path.Substring(offset, path.Length - offset);			

				//use an ampty levels array to build the currently open scene
				string[] levels = new string[] {};

				//build a streamed scene at the choosen location
				BuildPipeline.BuildPlayer (levels, shortenedpath, BuildTarget.WebPlayer, BuildOptions.BuildAdditionalStreamedScenes);				
				//if no offset the user is trying to export outside the current project path
				Debug.Log("You must export to a location in the current projects path.");