Class AddressableAssetBuildSettings | Addressables | 1.13.1
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    Class AddressableAssetBuildSettings

    Build settings for addressables.

    Inheritance
    Object
    AddressableAssetBuildSettings
    Inherited Members
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEditor.AddressableAssets.Settings
    Syntax
    [Serializable]
    public class AddressableAssetBuildSettings

    Properties

    bundleBuildPath

    //Specifies where to build asset bundles, this is usually a temporary folder (or a folder in the project). Bundles are copied out of this location to their final destination.

    Declaration
    public string bundleBuildPath { get; set; }
    Property Value
    Type Description
    String

    cleanupStreamingAssetsAfterBuilds

    Controls whether to remove temporary files after each build. When disabled, build times in packed mode are faster, but may not reflect all changes in assets.

    Declaration
    public bool cleanupStreamingAssetsAfterBuilds { get; set; }
    Property Value
    Type Description
    Boolean

    compileScriptsInVirtualMode

    Controls whether to compile scripts when running in virtual mode. When disabled, build times are faster but the simulated bundle contents may not be accurate due to including editor code.

    Declaration
    public bool compileScriptsInVirtualMode { get; set; }
    Property Value
    Type Description
    Boolean

    LogResourceManagerExceptions

    When enabled, the Addressables.ResourceManager.ExceptionHandler is set to (op, ex) => Debug.LogException(ex);

    Declaration
    public bool LogResourceManagerExceptions { get; set; }
    Property Value
    Type Description
    Boolean
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