「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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{ | { | ||
AddressableAssetSettings.CleanPlayerContent(); | AddressableAssetSettings.CleanPlayerContent(); | ||
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} | } | ||
} | } | ||
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参考:https://qiita.com/IShix/items/d2acd9ad216a69a4db57 | 参考:https://qiita.com/IShix/items/d2acd9ad216a69a4db57 | ||
+ | |||
+ | ==CleanBuildのallを実行== | ||
+ | Addressable/CleanBuild/All に当たる部分 | ||
+ | |||
+ | Assets/Editor/AddressableBuild.cs | ||
+ | <pre> | ||
+ | using UnityEditor; | ||
+ | using UnityEngine; | ||
+ | using UnityEditor.AddressableAssets.Settings; | ||
+ | public static class AddressableBuild | ||
+ | { | ||
+ | // Addressable/CleanBuild/All (Library/BuildCacheが削除される) | ||
+ | [MenuItem("Tools/AddressableCleanBuildAll")] | ||
+ | private static void CleanBuildAll() | ||
+ | { | ||
+ | BuildCache.PurgeCache(false); | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
+ | 参考:https://baba-s.hatenablog.com/entry/2020/03/19/040000 |
2021年8月4日 (水) 15:52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(); } }
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(); } }
参考:https://qiita.com/IShix/items/d2acd9ad216a69a4db57
CleanBuildのallを実行
Addressable/CleanBuild/All に当たる部分
Assets/Editor/AddressableBuild.cs
using UnityEditor; using UnityEngine; using UnityEditor.AddressableAssets.Settings; public static class AddressableBuild { // Addressable/CleanBuild/All (Library/BuildCacheが削除される) [MenuItem("Tools/AddressableCleanBuildAll")] private static void CleanBuildAll() { BuildCache.PurgeCache(false); } }