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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.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
    [CreateAssetMenu(fileName = "BuildScriptPacked.asset", menuName = "Addressables/Content Builders/Default Build Script")]
    public class BuildScriptPackedMode : BuildScriptBase, IDataBuilder

    Fields

    Name Description
    kTypeTreeDataExtension

    The extension to use for type tree data files when type tree data extraction is enabled.

    kTypeTreeDataFileName

    The file name to use for type tree data when type tree data extraction is enabled. This file will be moved to the catalog build path with a hash as the file name during the build.

    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.

    ClearContentUpdateNotifications(List<AddressableAssetGroup>)

    Clears content update notifications from teh groups window

    ConstructAssetBundleName(AddressableAssetGroup, BundledAssetGroupSchema, BundleDetails, string)

    Extension point for asset bundle file naming. Invoked from ConstructAssetBundleName(AddressableAssetGroup, BundledAssetGroupSchema, BundleDetails, string) when the build pipeline resolves bundle names. The default implementation runs the standard ConstructAssetBundleName(AddressableAssetGroup, BundledAssetGroupSchema, BundleDetails, string) logic without recursion.

    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.

    CreateSchemaDrivenBuildScript()

    Creates the BuildScriptSchemaDriven used by SchemaDrivenBuildScriptInstance. Override to plug a custom schema-driven implementation while keeping packed-mode forwarding behavior.

    DisplayBuildReport()

    Displays the Addressables Report window

    DoBuild<TResult>(AddressablesDataBuilderInput, AddressableAssetsBuildContext)

    Performs the build after groups have been processed. The default runs the schema-driven implementation via InvokeBaseDoBuild<TResult>(AddressablesDataBuilderInput, AddressableAssetsBuildContext) when using BuildScriptPackedMode.PackedModeSchemaDriven.

    IsDataBuilt()

    Checks to see if the data is built for the given builder.

    NotifyUserAboutBuildReport()

    Notifies the user about the existence of the Addressables Report

    OnDisable()

    Destroys the lazily created SchemaDrivenBuildScriptInstance when this ScriptableObject is disabled or unloaded.

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

    Compatibility wrapper for PrepGroupBundlePacking(AddressableAssetGroup, List<AssetBundleBuild>, BundledAssetGroupSchema, Func<AddressableAssetEntry, bool>). See that method for parameter and return semantics.

    ProcessAllGroups(AddressableAssetsBuildContext)

    Loops over each group, after doing some data checking.

    ProcessBundledAssetSchema(BundledAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext)

    Extension point for bundled-asset processing. Called by ProcessBundledAssetSchema(BundledAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext) when the build pipeline runs on a BuildScriptPackedMode.PackedModeSchemaDriven instance. The default implementation runs the standard ProcessBundledAssetSchema(BundledAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext) logic without recursion.

    ProcessGroup(AddressableAssetGroup, AddressableAssetsBuildContext)

    Build processing of an individual group.

    ProcessGroupSchema(AddressableAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext)

    Called once per enabled schema on a group. For behavior details see ProcessGroupSchema(AddressableAssetGroupSchema, AddressableAssetGroup, AddressableAssetsBuildContext).

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