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「Unity/Editor/Addressableビルド」の版間の差分

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移動: 案内検索
(UnityEditorでAddressableビルド)
(profileを指定)
行35: 行35:
 
     {
 
     {
 
         string profileID = "Default";
 
         string profileID = "Default";
 +
        // string profileID = "WebGL";
 
         var settings = AddressableAssetSettingsDefaultObject.Settings;
 
         var settings = AddressableAssetSettingsDefaultObject.Settings;
 
         settings.activeProfileId = settings.profileSettings.GetProfileId(profileID);
 
         settings.activeProfileId = settings.profileSettings.GetProfileId(profileID);

2021年8月4日 (水) 15:18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";
        // string profileID = "WebGL";
        var settings = AddressableAssetSettingsDefaultObject.Settings;
        settings.activeProfileId = settings.profileSettings.GetProfileId(profileID);
        AddressableAssetSettings.CleanPlayerContent();
        AddressableAssetSettings.BuildPlayerContent();
    }
}