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    Class BuildScriptPackedMode.PackedModeSchemaDriven

    Schema-driven build script used by BuildScriptPackedMode. Forwards selected hooks to the outer packed script so subclasses can override behavior while the build pipeline keeps using this instance.

    Inheritance
    object
    Object
    ScriptableObject
    BuildScriptBase
    BuildScriptSchemaDriven
    BuildScriptPackedMode.PackedModeSchemaDriven
    Implements
    IDataBuilder
    Inherited Members
    BuildScriptSchemaDriven.SchemaBuilders
    BuildScriptSchemaDriven.CanBuildData<T>()
    BuildScriptSchemaDriven.GenerateRuntimeSettingsFile(AddressableAssetsBuildContext, AddressablesDataBuilderInput)
    BuildScriptSchemaDriven.PrepGroupBundlePacking(AddressableAssetGroup, List<AssetBundleBuild>, BundledAssetGroupSchema, Func<AddressableAssetEntry, bool>)
    BuildScriptSchemaDriven.ClearCachedData()
    BuildScriptSchemaDriven.IsDataBuilt()
    BuildScriptBase.BuiltInBundleBaseName
    BuildScriptBase.instanceProviderType
    BuildScriptBase.sceneProviderType
    BuildScriptBase.Log
    BuildScriptBase.BuildData<TResult>(AddressablesDataBuilderInput)
    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.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    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.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEditor.AddressableAssets.Build.DataBuilders
    Assembly: Unity.Addressables.Editor.dll
    Syntax
    public class BuildScriptPackedMode.PackedModeSchemaDriven : BuildScriptSchemaDriven, 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.

    ClearContentUpdateNotifications(List<AddressableAssetGroup>)

    Clears content update notifications from teh groups window

    ConstructAssetBundleName(AddressableAssetGroup, BundledAssetGroupSchema, BundleDetails, string)

    Routes bundle naming to ConstructAssetBundleName(AddressableAssetGroup, BundledAssetGroupSchema, BundleDetails, string) so overrides on the packed script run from ConstructOutputName(AddressableAssetGroup, AddressableAssetGroupSchema, BundleDetails, string) during the build.

    CopyAndRegisterContentState(string, string, AddressablesDataBuilderInput, AddressablesPlayerBuildResult)

    Copies the content state binary file from the temp directory to its final location and registers it in the file registry and build results.

    CreateSchemaBuilders()

    Creates and returns the schema builders used to process group schemas during the build. Override this method to provide custom schema builders.

    DisplayBuildReport()

    Displays the Addressables Report window

    DoBuild<TResult>(AddressablesDataBuilderInput, AddressableAssetsBuildContext)

    The method that does the actual building after all the groups have been processed.

    NotifyUserAboutBuildReport()

    Notifies the user about the existence of the Addressables Report

    ProcessAllGroups(AddressableAssetsBuildContext)

    Loops over each group, after doing some data checking.

    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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