Version: 2021.1
패키지 매니페스트 창
Accessing package assets

패키지용 스크립팅 API

You can use the Package Manager scripting API to interact with the Package Manager using C# scripts. For example, you might want to install a specific package or version depending on the platform of the target machine.

The system relies heavily on the PackageManager.Client class, which you can use to find packages, browse the list of packages, and install and uninstall packages through scripting.

또 다른 주요 클래스로는 PackageManager.PackageInfo가 있습니다. 이 클래스에는 패키지 매니페스트와 레지스트리에서 획득한 메타데이터 등과 같은 패키지 상태가 들어 있습니다. 예를 들어 패키지에 이용 가능한 버전 리스트 또는 패키지를 찾거나 설치할 때 발생하는 오류 리스트를 가져올 수 있습니다.

Adding a package to the project

This example demonstrates how to use the Client class to install or add a package to the project.

You can use Client.Add to add a package. When you call the Client.Add method, you can specify just the package name, or the name with a specific version. For example, using Client.Add("com.unity.textmeshpro") installs (or updates to) the latest version of the TextMesh Pro package; using Client.Add("com.unity.textmeshpro@1.3.0") installs version 1.3.0 of the TextMesh Pro package.

The Client.Add method returns an AddRequest instance, which you can use to get the status, any errors, or a Request response that contains the PackageInfo information for the newly added package.

using System;
using UnityEditor;
using UnityEditor.PackageManager.Requests;
using UnityEditor.PackageManager;
using UnityEngine;

namespace Unity.Editor.Example {
   static class AddPackageExample
   {
       static AddRequest Request;

       [MenuItem("Window/Add Package Example")]
       static void Add()
       {
           // Add a package to the project
           Request = Client.Add("com.unity.textmeshpro");
           EditorApplication.update += Progress;
       }

       static void Progress()
       {
           if (Request.IsCompleted)
           {
               if (Request.Status == StatusCode.Success)
                   Debug.Log("Installed: " + Request.Result.packageId);
               else if (Request.Status >= StatusCode.Failure)
                   Debug.Log(Request.Error.message);

               EditorApplication.update -= Progress;
           }
       }
   }
}

Browsing the list of packages in a project

This example demonstrates how to use the Client class to iterate over the packages in the project.

Client.List 메서드는 ListRequest 인스턴스를 반환합니다. 이 인스턴스를 사용하면 List 작업 상태, 오류, 또는 반복할 수 있는 PackageCollection이 들어 있는 요청 리스폰스를 가져올 수 있습니다.

using System;
using UnityEditor;
using UnityEditor.PackageManager.Requests;
using UnityEditor.PackageManager;
using UnityEngine;

namespace Unity.Editor.Example {
   static class ListPackageExample
   {
       static ListRequest Request;

       [MenuItem("Window/List Package Example")]
       static void List()
       {
           Request = Client.List();    // List packages installed for the project
           EditorApplication.update += Progress;
       }

       static void Progress()
       {
           if (Request.IsCompleted)
           {
               if (Request.Status == StatusCode.Success)
                   foreach (var package in Request.Result)
                       Debug.Log("Package name: " + package.name);
               else if (Request.Status >= StatusCode.Failure)
                   Debug.Log(Request.Error.message);

               EditorApplication.update -= Progress;
           }
       }
   }
}

Embedding a package in the project

This example demonstrates how to use the Client class to embed one of the packages already installed in your project. The main method is the Client.Embed method, which makes a copy of the package and stores it under the Packages folder of your project.

Client.Embed 메서드는 EmbedRequest 인스턴스를 반환합니다. 이 인스턴스를 사용하면 Embed 작업 상태, 오류, 또는 패키지에 새로 포함된 PackageInfo 정보가 들어 있는 요청 리스폰스를 가져올 수 있습니다.

This example also uses the Client.List method to access the collection of packages currently installed in your project and picks out the first one that is neither embedded nor built-in.

Client.List 메서드는 ListRequest 인스턴스를 반환합니다. 이 인스턴스를 사용하면 List 작업 상태, 오류, 또는 반복할 수 있는 PackageCollection이 들어 있는 요청 리스폰스를 가져올 수 있습니다.

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.PackageManager.Requests;
using UnityEditor.PackageManager;
using UnityEngine;

namespace Unity.Editor.Example
{
    static class EmbedPackageExample
    {
        static String targetPackage;
        static EmbedRequest Request;
        static ListRequest LRequest;

        [MenuItem("Window/Embed Package Example")]
        static void GetPackageName()
        {
            // First get the name of an installed package
            LRequest = Client.List();
            EditorApplication.update += LProgress;
        }

        static void LProgress()
        {
            if (LRequest.IsCompleted)
            {
                if (LRequest.Status == StatusCode.Success)
                {
                    foreach (var package in LRequest.Result)
                    {
                        // Only retrieve packages that are currently installed in the
                        // project (and are neither Built-In nor already Embedded)
                        if (package.isDirectDependency && package.source
                            != PackageSource.BuiltIn && package.source
                            != PackageSource.Embedded)
                        {
                            targetPackage = package.name;
                            break;
                        }
                    }

                }
                else
                    Debug.Log(LRequest.Error.message);

                EditorApplication.update -= LProgress;

                Embed(targetPackage);

            }
        }

        static void Embed(string inTarget)
        {
            // Embed a package in the project
            Debug.Log("Embed('" + inTarget + "') called");
            Request = Client.Embed(inTarget);
            EditorApplication.update += Progress;

        }

        static void Progress()
        {
            if (Request.IsCompleted)
            {
                if (Request.Status == StatusCode.Success)
                    Debug.Log("Embedded: " + Request.Result.packageId);
                else if (Request.Status >= StatusCode.Failure)
                    Debug.Log(Request.Error.message);

                EditorApplication.update -= Progress;
            }
        }
    }
}


Package Manager events

Use the Events class to register an event handler with the Package Manager. The Events class contains two events you can subscribe to, which the Package Manager raises at these points:

  • Immediately before the Package Manager changes the list of dependencies (registeringPackages)
  • After the Package Manager imports and compiles the changed list of package dependencies (registeredPackages)

The following examples demonstrate how to use both of these events.

Example of using the registeringPackages event

using UnityEditor.PackageManager;
using UnityEngine;

namespace Unity.Editor.Example
{
    public class EventSubscribingExample_RegisteringPackages
    {
        public EventSubscribingExample_RegisteringPackages()
        {
            // Subscribe to the event using the addition assignment operator (+=).
            // This executes the code in the handler whenever the event is fired.
            Events.registeringPackages += RegisteringPackagesEventHandler;
        }

        // The method is expected to receive a PackageRegistrationEventArgs event argument.
        void RegisteringPackagesEventHandler(PackageRegistrationEventArgs packageRegistrationEventArgs)
        {
            Debug.Log("The list of registered packages is about to change!");

           foreach (var addedPackage in packageRegistrationEventArgs.added)
            {
                Debug.Log($"Adding {addedPackage.displayName}");
            }

            foreach (var removedPackage in packageRegistrationEventArgs.removed)
            {
                Debug.Log($"Removing {removedPackage.displayName}");
            }

            // The changedFrom and changedTo collections contain the packages that are about to be updated.
            // Both collections are guaranteed to be the same size with indices matching the same package name.
            for (int i = 0; i <= packageRegistrationEventArgs.changedFrom.Count; i++)
            {
                var oldPackage = packageRegistrationEventArgs.changedFrom[i];
                var newPackage = packageRegistrationEventArgs.changedTo[i];

                Debug.Log($"Changing ${oldPackage.displayName} version from ${oldPackage.version} to ${newPackage.version}");
            }
        }
    }
}

Example of using the registeredPackages event

using UnityEditor;
using UnityEditor.PackageManager;
using UnityEngine;

namespace Unity.Editor.Example
{
    public class EventSubscribingExample_RegisteredPackages
    {
        // You must use '[InitializeOnLoadMethod]' or '[InitializeOnLoad]' to subscribe to this event.
        [InitializeOnLoadMethod]
        static void SubscribeToEvent()
        {
            // This causes the method to be invoked after the Editor registers the new list of packages.
            Events.registeredPackages += RegisteredPackagesEventHandler;
        }

        static void RegisteredPackagesEventHandler(PackageRegistrationEventArgs packageRegistrationEventArgs)
        {
            // Code executed here can safely assume that the Editor has finished compiling the new list of packages
            Debug.Log("The list of registered packages has changed!");
        }
    }
}
패키지 매니페스트 창
Accessing package assets