可寻址资源是具有唯一地址并可以从任何位置调用的资源。
您必须执行以下操作,然后才能在 Cloud Build 中构建可寻址资源:
Unity 建议您先确保能够在本地使用可寻址资源,然后再使用 Cloud Build 构建这些资源。
如果要从全新的 Cloud Build 项目开始,需要先创建新的构建目标。
在 Addressables Options 页面上,可以配置一些属性来确定可寻址资源构建过程的行为。每个属性都在工具提示中提供了更详细的描述。
要运行新的可寻址资源构建,请执行以下操作:
如果要从 Cloud Build 将可寻址资源上传到 Cloud Content Delivery (CCD) 服务,请执行以下操作:
有关如何通过 CCD 使用可寻址资源的更多信息,请参阅 Cloud Content Delivery 可寻址资源系统。
内容更新构建使用新的可寻址内容来更新以前构建的播放器。
要更新现有播放器,更新构建需要一个内容状态文件。这会将更新构建的内容链接到现有播放器。进行新的可寻址资源构建时,会生成内容状态文件。
要使用新的可寻址资源来更新以前构建的播放器,请执行以下操作:
Cloud Build 可以自动使用所选构建目标生成的最新内容状态文件。
配置构建目标后,要启动新的可寻址资源构建,请执行以下操作:
成功完成新构建后,此构建的 More 菜单 (⋮) 可显示 Download Addressable Assets 选项。
完成可寻址资源构建后,可以将可寻址资源内容从 Cloud Build 复制到托管服务提供商。可以手动或者使用构建后脚本来执行此操作。
完成可寻址资源构建后,从 More 菜单 (⋮) 中选择 Download Addressables Assets。下载内容后,您可以像在本地进行构建一样,将内容上传到托管服务提供商。
Cloud Build 支持在构建之前或之后运行自定义 shell 脚本。您可以创建构建后脚本,从而在构建成功完成后自动上传您的可寻址资源内容。
要启用构建后脚本,请执行以下操作:
在编写脚本时,以下提示可能很有用:
* 构建的可寻址资源内容位于 $WORKSPACE/.build/last/<BUILD_TARGET_ID>/extra_data/addrs/
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