Class BuildScriptPackedMode
Build scripts used for player builds and running with bundles in the editor.
Inheritance
BuildScriptPackedMode
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Assembly: Unity.Addressables.Editor.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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