Run default addressables build conditionally (#231)
* Add asmdef and Addressable content build in the builder * Move asmdef content into its own directory * Mark UnityBuilderAction as Editor-onlypull/234/head
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e9babefb99ee74048a824da81c20cbcd
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,6 +7,10 @@ using UnityBuilderAction.Versioning;
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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#if USE_ADDRESSABLES
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using UnityEditor.AddressableAssets.Settings;
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#endif
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namespace UnityBuilderAction
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{
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static class Builder
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@ -44,6 +48,12 @@ namespace UnityBuilderAction
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if (buildPlayerOptions.target == BuildTarget.Android)
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AndroidSettings.Apply(options);
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// Execute default AddressableAsset content build, if the package is installed
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#if USE_ADDRESSABLES
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AddressableAssetSettings.CleanPlayerContent();
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AddressableAssetSettings.BuildPlayerContent();
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#endif
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// Perform build
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BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
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@ -0,0 +1,23 @@
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{
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"name": "UnityBuilderAction",
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"references": [
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"Unity.Addressables.Editor"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [
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{
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"name": "com.unity.addressables",
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"expression": "1.0.0",
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"define": "USE_ADDRESSABLES"
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}
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],
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"noEngineReferences": false
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}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a1ab437d31f4f4c9084097e2b4b5fcae
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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