「Unity/Editor/Addressableビルド」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→UnityEditorでAddressableビルド) |
(→profileを指定) |
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行35: | 行35: | ||
{ | { | ||
string profileID = "Default"; | string profileID = "Default"; | ||
+ | // string profileID = "WebGL"; | ||
var settings = AddressableAssetSettingsDefaultObject.Settings; | var settings = AddressableAssetSettingsDefaultObject.Settings; | ||
settings.activeProfileId = settings.profileSettings.GetProfileId(profileID); | settings.activeProfileId = settings.profileSettings.GetProfileId(profileID); |
2021年8月4日 (水) 15:18時点における版
UnityEditorでAddressableビルド
Assets/Editor/AddressableBuild.cs
using UnityEditor; using UnityEngine; using UnityEditor.AddressableAssets.Settings; public static class AddressableBuild { [MenuItem("Tools/AddressableBuild")] private static void Build() { AddressableAssetSettings.BuildPlayerContent(); } [MenuItem("Tools/AddressableClean")] private static void Clean() { AddressableAssetSettings.CleanPlayerContent(); } }
参考:https://baba-s.hatenablog.com/entry/2020/03/16/080000
profileを指定
Assets/Editor/AddressableBuild.cs
using UnityEditor; using UnityEngine; using NUnit.Framework; using UnityEditor.AddressableAssets; using UnityEditor.AddressableAssets.Settings; public static class AddressableBuild { [MenuItem("Tools/AddressableCleanBuild")] private static void CleanBuild() { string profileID = "Default"; // string profileID = "WebGL"; var settings = AddressableAssetSettingsDefaultObject.Settings; settings.activeProfileId = settings.profileSettings.GetProfileId(profileID); AddressableAssetSettings.CleanPlayerContent(); AddressableAssetSettings.BuildPlayerContent(); } }