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Addressables do not work in build #36
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You need to build addressables along with every build. I just made a script with it that you need to add to the Post-Build actions in the SUB window: using SuperUnityBuild.BuildTool;
using System;
using UnityEditor;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Build;
using UnityEditor.Build.Pipeline.Utilities;
using UnityEngine;
namespace SuperUnityBuild.BuildActions
{
public class UploadAddressablePostBuild : BuildAction, IPostBuildPerPlatformAction
{
[Tooltip("True to upload the built addressables to your CCD. You must have this already set up.")]
[SerializeField] private bool _uploadToCcd=true;
public override void PerBuildExecute(BuildReleaseType releaseType, BuildPlatform platform,
BuildArchitecture architecture, BuildScriptingBackend scriptingBackend,
BuildDistribution distribution, DateTime buildTime, ref BuildOptions options,
string configKey, string buildPath)
{
var settings = AddressableAssetSettingsDefaultObject.Settings;
// NOTE: you need to modify this to fit your addressable profile names
string profileName = platform.platformName == "PC" ? "Windows" : platform.platformName;
// set the active profile based on platform
string profileId = settings.profileSettings.GetProfileId(profileName);
settings.activeProfileId = profileId;
Debug.Log($"Setting active profile with name '{profileName}' to ID: " + settings.activeProfileId);
// addressables is currently bugged, so we have to clear the cache before building
// otherwise it'll get stuck in a dependency loop
var activeBuilder = settings.ActivePlayerDataBuilder;
AddressableAssetSettings.CleanPlayerContent(activeBuilder);
BuildCache.PurgeCache(false);
Caching.ClearCache();
// this will build your addressables based on your profile settings
AddressableAssetSettings.BuildPlayerContent(out AddressablesPlayerBuildResult result);
Debug.Log("Err: " + result.Error);
// this will upload the addressables to your CCD if true
if (_uploadToCcd)
{
var builderInput = new AddressablesDataBuilderInput(settings);
var task = CcdBuildEvents.Instance.UploadAndRelease(builderInput, result);
task.ContinueWith(t =>
{
Debug.Log("Upload and release succeeded: " + t.Result);
});
}
}
}
} |
@celojevic can you provide script "CcdBuildEvents" as it is referenced in above script or any other generic way to upload stuff? |
That script is part of the unity CCD management package |
When building manually, everything works fine.
But when I build using SuperUnityBuild, it seems like the addressables arent included in the build. I get a bunch of "missing element with given key" at runtime when doing Addressables.LoadAsync...
Am I missing a step in the build config?
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