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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)
行12: 行12:
 
         AddressableAssetSettings.BuildPlayerContent();
 
         AddressableAssetSettings.BuildPlayerContent();
 
     }
 
     }
 +
    // Addressable/CleanBuild/ContentsBuilder/All
 
     [MenuItem("Tools/AddressableClean")]
 
     [MenuItem("Tools/AddressableClean")]
 
     private static void Clean()
 
     private static void Clean()
 
     {
 
     {
 
         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);
 
     }
 
     }
 
}
 
}

2021年8月4日 (水) 15:45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();
    } 
    // 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/2020/03/16/080000

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