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    Class AddressableGroupRules

    Provides support for configuring rule sets to determine the UnityEditor.AddressableAssets.Settings.AddressableAssetGroups that localized assets should be added to.

    Inheritance
    object
    Object
    ScriptableObject
    AddressableGroupRules
    Inherited Members
    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.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.name
    Object.hideFlags
    Namespace: UnityEditor.Localization.Addressables
    Assembly: Unity.Localization.Editor.dll
    Syntax
    public class AddressableGroupRules : ScriptableObject
    Examples

    This example places all English assets into a local group and all other languages into a remote group which could then be downloaded after the game is released.

    using System.Collections.Generic;
    using UnityEditor;
    using UnityEditor.AddressableAssets.Settings;
    using UnityEditor.Localization.Addressables;
    using UnityEngine;
    using UnityEngine.Localization;
    

    /// <summary> /// Places all English assets into a local group and all other languages into a remote group which could be downloaded after the game is released. /// </summary> [System.Serializable] public class GroupResolverExample : GroupResolver { public string localAssetsGroup = "Localization-Local"; public string remoteAssetsGroup = "Localization-Remote";

    [MenuItem("Localization Samples/Create Group Resolver")]
    static void CreateAsset()
    {
        var path = EditorUtility.SaveFilePanelInProject("Create Addressable Rules", "Localization Addressable Group Rules.asset", "asset", "");
        if (string.IsNullOrEmpty(path))
            return;
    
        var instance = ScriptableObject.CreateInstance<AddressableGroupRules>();
        var resolver = new GroupResolverExample();
    
        // Apply our custom group resolver to everything
        instance.LocaleResolver = resolver;
        instance.AssetTablesResolver = resolver;
        instance.AssetResolver = resolver;
        instance.StringTablesResolver = resolver;
    
        // Make this our new AddressableGroupRules
        AssetDatabase.CreateAsset(instance, path);
        AddressableGroupRules.Instance = instance;
    }
    
    public override string GetExpectedGroupName(IList<LocaleIdentifier> locales, Object asset, AddressableAssetSettings aaSettings)
    {
        // Use default behaviour for shared assets
        if (locales == null || locales.Count == 0)
            return base.GetExpectedGroupName(locales, asset, aaSettings);
    
        var locale = locales[0];
        if (locale.Code == "en")
            return localAssetsGroup;
        return remoteAssetsGroup;
    }
    

    }

    Properties

    Name Description
    AssetResolver

    Controls which groups assets that are part of 1 or more AssetTable will be added to.

    AssetTablesResolver

    Controls which groups AssetTable and their SharedTableData are added to.

    Instance

    The active AddressableGroupRules that is being used by the project.

    LocaleResolver

    Controls which groups Locales are added to.

    StringTablesResolver

    Controls which groups StringTable and their SharedTableData are added to.

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