Unity/Editor/Addressableビルド
提供: 初心者エンジニアの簡易メモ
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; 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); } }