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    Namespace UnityEditor.AdaptivePerformance.Google.Android.Editor

    Classes

    GoogleAndroidProviderBuildProcess

    The Android provider build processor ensures that any custom configuration that the user creates is correctly passed on to the provider implementation at runtime.

    Custom configuration instances that are stored in EditorBuildSettings are not copied to the target build because they are considered unreferenced assets. To get them to the runtime, they must be serialized to the built app and deserialized at runtime. Previously, this as a manual process that required the implementor to manually serialize to some location that can then be read from to deserialize at runtime. With the new PlayerSettings Preloaded Assets API, you can now add your asset to the preloaded list and have it be instantiated at app launch.

    Note: Preloaded assets are only notified with Awake, so anything you want or need to do with the asset after launch needs to be handled in the Android provider build process.

    For more information about the APIs used, see:

    • EditorBuildSettings
    • PlayerSettings.GetPreloadedAssets
    • PlayerSettings.SetPreloadedAssets
    • IPostGenerateGradleAndroidProject

    GoogleAndroidProviderSettingsEditor

    This is custom Editor for Android Provider Settings.

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