「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) |
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行12: | 行12: | ||
AddressableAssetSettings.BuildPlayerContent(); | AddressableAssetSettings.BuildPlayerContent(); | ||
} | } | ||
+ | // Addressable/CleanBuild/ContentsBuilder/All | ||
[MenuItem("Tools/AddressableClean")] | [MenuItem("Tools/AddressableClean")] | ||
private static void Clean() | private static void Clean() | ||
{ | { | ||
AddressableAssetSettings.CleanPlayerContent(); | AddressableAssetSettings.CleanPlayerContent(); | ||
+ | } | ||
+ | // Addressable/CleanBuild/All (Library/BuildCacheが削除される) | ||
+ | [MenuItem("Tools/AddressableCleanBuildAll")] | ||
+ | private static void CleanBuildAll() | ||
+ | { | ||
+ | BuildCache.PurgeCache(false); | ||
} | } | ||
} | } |
2021年8月4日 (水) 15:45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(); } // Addressable/CleanBuild/ContentsBuilder/All [MenuItem("Tools/AddressableClean")] private static void Clean() { AddressableAssetSettings.CleanPlayerContent(); } // Addressable/CleanBuild/All (Library/BuildCacheが削除される) [MenuItem("Tools/AddressableCleanBuildAll")] private static void CleanBuildAll() { BuildCache.PurgeCache(false); } }
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(); } }