Class BuildScriptPackedMode
Build scripts used for player builds and running with bundles in the editor.
Inherited Members
Namespace: UnityEditor.AddressableAssets.Build.DataBuilders
Syntax
[CreateAssetMenu(fileName = "BuildScriptPacked.asset", menuName = "Addressables/Content Builders/Default Build Script")]
public class BuildScriptPackedMode : BuildScriptBase, IDataBuilder
Properties
Name | Description |
---|---|
Name | The descriptive name used in the UI. |
Methods
Name | Description |
---|---|
BuildDataImplementation<TResult>(AddressablesDataBuilderInput) | The implementation of BuildData<TResult>(AddressablesDataBuilderInput). That is the public entry point, this is the home for child class overrides. |
CanBuildData<T>() | Used to determine if this builder is capable of building a specific type of data. |
ClearCachedData() | Used to clean up any cached data created by this builder. |
ConstructAssetBundleName(AddressableAssetGroup, BundledAssetGroupSchema, BundleDetails, String) | Creates a name for an asset bundle using the provided information. |
DoBuild<TResult>(AddressablesDataBuilderInput, AddressableAssetsBuildContext) | The method that does the actual building after all the groups have been processed. |
IsDataBuilt() | Checks to see if the data is built for the given builder. |
ProcessBundledAssetSchema(BundledAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext) | The processing of the bundled asset schema. This is where the bundle(s) for a given group are actually setup. |
ProcessGroup(AddressableAssetGroup, AddressableAssetsBuildContext) | Build processing of an individual group. |
ProcessGroupSchema(AddressableAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext) | Called per group per schema to evaluate that schema. This can be an easy entry point for implementing the build aspects surrounding a custom schema. Note, you should not rely on schemas getting called in a specific order. |