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「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
移動: 案内検索
(CleanBuildのBuild Pipeline Cacheを実行)
(CleanBuildのBuild Pipeline Cacheを実行)
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参考:https://qiita.com/IShix/items/d2acd9ad216a69a4db57
 
参考:https://qiita.com/IShix/items/d2acd9ad216a69a4db57
 +
 +
==CleanBuildのContentsBuilders/Allを実行==
 +
Addressable/CleanBuild/ContentsBuilders/All に当たる部分
 +
 +
Assets/Scripts/Editor/AddressableBuild.cs
 +
<pre>
 +
using UnityEditor;
 +
using UnityEditor.AddressableAssets;
 +
using UnityEditor.AddressableAssets.Settings;
 +
public static class AddressableBuild
 +
{
 +
    // Addressable/CleanBuild/ContentsBuilders/All (Library/com.unity.addressablesが削除される)
 +
    [MenuItem("Tools/AddressableClean")]
 +
    private static void CleanContentsBuilders()
 +
    {
 +
        AddressableAssetSettings.CleanPlayerContent();
 +
    }
 +
}
 +
</pre>
  
 
==CleanBuildのBuild Pipeline Cacheを実行==
 
==CleanBuildのBuild Pipeline Cacheを実行==

2022年3月2日 (水) 21:04時点における版

準備

設定などは、Assets/AddressableAssetsData/AssetGroups/Default Local Groupなどに記述したAddressable含めて、(BuildPathやLoadPathなど)は、ちゃんと、読み込まれるので、事前に入れておく。

Unity/Addressable [ショートカット]

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ContentsBuilders/Allを実行

Addressable/CleanBuild/ContentsBuilders/All に当たる部分

Assets/Scripts/Editor/AddressableBuild.cs

using UnityEditor;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Settings;
public static class AddressableBuild
{
    // Addressable/CleanBuild/ContentsBuilders/All (Library/com.unity.addressablesが削除される)
    [MenuItem("Tools/AddressableClean")]
    private static void CleanContentsBuilders()
    {
        AddressableAssetSettings.CleanPlayerContent();
    }
}

CleanBuildのBuild Pipeline Cacheを実行

Addressable/CleanBuild/"Build Pipeline Cache" に当たる部分

Assets/Scripts/Editor/AddressableBuild.cs

using UnityEditor;
using UnityEngine;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.Build.Pipeline.Utilities;
public static class AddressableBuild
{
    // Addressable/CleanBuild/Build Pipeline Cache (Library/BuildCacheが削除される)
    [MenuItem("Tools/AddressableCleanBuildPipelineCache")]
    private static void CleanBuildPipelineCache()
    {
        BuildCache.PurgeCache(false);
    }
}

参考:https://baba-s.hatenablog.com/entry/2020/03/19/040000

出力ファイル

BuildPathの設定次第で、出力される場所が違う。

  • LocalBuildPath:Library/com.unity.addressables/aa/WebGL/WebGL
  • RemoteBuildPath:ServerData/WebGL

ファイルは defaultlocalgroup_assets_all_69745f2bc65176429eb31f083306322b.bundle な感じのファイルが出来る。