Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
| using System; | |
| using System.Collections.Generic; | |
| using System.Reflection; | |
| using System.Runtime.InteropServices; | |
| using Unity.Collections; | |
| using Unity.Collections.LowLevel.Unsafe; | |
| using Unity.Mathematics; | |
| using UnityEngine; | |
| namespace GradientUnsafe |
| using System; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| namespace Utils | |
| { | |
| public static class DrowsyLogger | |
| { | |
| public static string Color(this string myStr, string color) | |
| { |
Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
| /******************************************************************************* | |
| * Don't Be a Jerk: The Open Source Software License. | |
| * Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
| ******************************************************************************* | |
| * _I_ am the software author - JohannesMP on Github. | |
| * _You_ are the user of this software. You might be a _we_, and that's OK! | |
| * | |
| * This is free, open source software. I will never charge you to use, | |
| * license, or obtain this software. Doing so would make me a jerk. | |
| * |
| Shader "Name" { | |
| Properties { | |
| _Name ("display name", Range (min, max)) = number | |
| _Name ("display name", Float) = number | |
| _Name ("display name", Int) = number | |
| _Name ("display name", Color) = (number,number,number,number) | |
| _Name ("display name", Vector) = (number,number,number,number) |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Reflection; | |
| using System.Text; | |
| using System.Text.RegularExpressions; | |
| using UnityEditor; | |
| using UnityEditor.AddressableAssets.Settings; | |
| using UnityEditor.AddressableAssets.Settings.GroupSchemas; | |
| using UnityEditor.Build.Pipeline.Utilities; |
| using UnityEditor.AddressableAssets; | |
| using UnityEditor.AddressableAssets.Settings; | |
| using UnityEditor.Build; | |
| using UnityEditor.Build.Reporting; | |
| namespace PretendLand.Common.Editor | |
| { | |
| public class BuildAddressablesBeforeBuildPlayer : IPreprocessBuildWithReport | |
| { | |
| int IOrderedCallback.callbackOrder => 1; |
| /// <summary> | |
| /// The script gives you choice to whether to build addressable bundles when clicking the build button. | |
| /// For custom build script, call PreExport method yourself. | |
| /// For cloud build, put BuildAddressablesProcessor.PreExport as PreExport command. | |
| /// Discussion: https://forum.unity.com/threads/how-to-trigger-build-player-content-when-build-unity-project.689602/ | |
| /// </summary> | |
| using UnityEditor; | |
| using UnityEditor.AddressableAssets; | |
| using UnityEditor.AddressableAssets.Settings; | |
| using UnityEngine; |
| /* | |
| * Created by C.J. Kimberlin | |
| * | |
| * The MIT License (MIT) | |
| * | |
| * Copyright (c) 2019 | |
| * | |
| * Permission is hereby granted, free of charge, to any person obtaining a copy | |
| * of this software and associated documentation files (the "Software"), to deal | |
| * in the Software without restriction, including without limitation the rights |
UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!
Todo