Namespace UnityEditor.AddressableAssets.Build
클래스
AddressableAssetBuildResult
Contains information about the status of the build.
AddressablesBuildMenuNewBuild
Makes a new build of Addressables using the BuildScript selectable in the menu
AddressablesBuildMenuUpdateAPreviousBuild
Opens a file browser to search for the addressables_content_state.bin from from a previous build to build and update for.
AddressablesContentState
Data stored with each build that is used to generated content updates.
AddressablesDataBuilderInput
Data builder context object for Addressables.
AddressablesPlayModeBuildResult
Build result for entering play mode in the editor.
AddressablesPlayerBuildResult
Build result for building the Addressables content.
AddressablesPlayerBuildResult.BundleBuildResult
Information about a bundle build results
AnalyzeSystem
Static system to manage Analyze functionality.
BuildScript
Entry point to set callbacks for builds.
BuildUtility
Utility class for the Addressables Build Content process.
CachedAssetState
The Cached Asset State of an Addressable Asset.
CachedBundleState
Cached state of asset bundles.
ContentUpdateScript
Contains methods used for the content update workflow.
FileRegistry
Use to contain files created during a build.
LinkXmlGenerator
This can be used to create a LinkXml for your build. This will ensure that the desired runtime types are packed into the build.
SceneManagerState
Serializable object that can be used to save and restore the state of the editor scene manager.
구조체
AssetState
The given state of an Asset. Represented by its guid and hash.
ContentUpdateScript.ContentUpdateContext
Contains build information used for updating assets.
인터페이스
IDataBuilder
Builds objects of type IDataBuilderResult.
IDataBuilderResult
The result of IDataBuilder.Build.
열거형
CheckForContentUpdateRestrictionsOptions
Option for how to deal with automatically checking for content update restrictions as part of the Update a Previous Build workflow.
MonoScriptBundleNaming
Naming conventions for the monoscript bundle name prefix.
ShaderBundleNaming
Naming conventions for the built-in shader bundle name prefix.