facebook twitter hatena line email

「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
移動: 案内検索
(UnityEditorでAddressableビルド)
行17: 行17:
 
     {
 
     {
 
         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);
 
 
     }
 
     }
 
}
 
}
行52: 行46:
  
 
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);
    }
}

参考:https://baba-s.hatenablog.com/entry/2020/03/19/040000