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    Class BuildScriptPackedMode

    Build scripts used for player builds and running with bundles in the editor.

    Inheritance
    object
    Object
    ScriptableObject
    BuildScriptBase
    BuildScriptPackedMode
    Implements
    IDataBuilder
    Inherited Members
    BuildScriptBase.BuiltInBundleBaseName
    BuildScriptBase.instanceProviderType
    BuildScriptBase.sceneProviderType
    BuildScriptBase.Log
    BuildScriptBase.BuildData<TResult>(AddressablesDataBuilderInput)
    BuildScriptBase.ProcessAllGroups(AddressableAssetsBuildContext)
    BuildScriptBase.DeleteFile(string)
    BuildScriptBase.WriteFile(string, byte[], FileRegistry)
    BuildScriptBase.WriteFile(string, string, FileRegistry)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEditor.AddressableAssets.Build.DataBuilders
    Assembly: solution.dll
    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.

    PrepGroupBundlePacking(AddressableAssetGroup, List<AssetBundleBuild>, BundledAssetGroupSchema, Func<AddressableAssetEntry, bool>)

    Processes an AddressableAssetGroup and generates AssetBundle input definitions based on the BundlePackingMode.

    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.

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