「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23: | 行23: | ||
==profileを指定== | ==profileを指定== | ||
− | Assets/Editor/AddressableBuild.cs | + | Assets/Scripts/Editor/AddressableBuild.cs |
<pre> | <pre> | ||
using UnityEditor; | using UnityEditor; |
2021年8月6日 (金) 18:54時点における版
UnityEditorでAddressableビルド
Assets/Scripts/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/Scripts/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; using UnityEditor.Build.Pipeline.Utilities; 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
スクリプトでのビルドの設定
Assets/AddressableAssetsData/AssetGroups/Default Local Groupなどに記述したAddressableの設定(BuildPathやLoadPathなど)は、ちゃんと、読み込まれる。