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「Unity/Editor/Addressableビルド」の版間の差分

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(UnityEditorでAddressableビルド)
(UnityEditorでAddressableビルド)
行17: 行17:
 
         AddressableAssetSettings.CleanPlayerContent();
 
         AddressableAssetSettings.CleanPlayerContent();
 
     }
 
     }
 +
}
 +
</pre>
 +
参考:https://baba-s.hatenablog.com/entry/2020/03/16/080000
 +
 +
==profileを指定==
 +
Assets/Editor/AddressableBuild.cs
 +
<pre>
 +
using UnityEditor;
 +
using UnityEngine;
 +
using NUnit.Framework;
 +
using UnityEditor.AddressableAssets;
 +
using UnityEditor.AddressableAssets.Settings;
 +
public static class AddressableBuild
 +
{
 
     [MenuItem("Tools/AddressableCleanBuild")]
 
     [MenuItem("Tools/AddressableCleanBuild")]
 
     private static void CleanBuild()
 
     private static void CleanBuild()
行28: 行42:
 
}
 
}
 
</pre>
 
</pre>
参考:https://baba-s.hatenablog.com/entry/2020/03/16/080000
 

2021年8月4日 (水) 15:09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();
    }
    [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";
        var settings = AddressableAssetSettingsDefaultObject.Settings;
        settings.activeProfileId = settings.profileSettings.GetProfileId(profileID);
        AddressableAssetSettings.CleanPlayerContent();
        AddressableAssetSettings.BuildPlayerContent();
    }
}