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-only
This commit is contained in:
Sakari Bergen 2021-03-19 19:50:39 +02:00 committed by GitHub
parent b769675b38
commit 224f973562
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GPG Key ID: 4AEE18F83AFDEB23
25 changed files with 48 additions and 0 deletions

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@ -0,0 +1,8 @@
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@ -7,6 +7,10 @@ using UnityBuilderAction.Versioning;
using UnityEditor;
using UnityEditor.Build.Reporting;
#if USE_ADDRESSABLES
using UnityEditor.AddressableAssets.Settings;
#endif
namespace UnityBuilderAction
{
static class Builder
@ -44,6 +48,12 @@ namespace UnityBuilderAction
if (buildPlayerOptions.target == BuildTarget.Android)
AndroidSettings.Apply(options);
// Execute default AddressableAsset content build, if the package is installed
#if USE_ADDRESSABLES
AddressableAssetSettings.CleanPlayerContent();
AddressableAssetSettings.BuildPlayerContent();
#endif
// Perform build
BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);

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@ -0,0 +1,23 @@
{
"name": "UnityBuilderAction",
"references": [
"Unity.Addressables.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.unity.addressables",
"expression": "1.0.0",
"define": "USE_ADDRESSABLES"
}
],
"noEngineReferences": false
}

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