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Question set new local build path for develoment branch profile

Discussion in 'Addressables' started by Gordon_G, Jun 11, 2023.

  1. Gordon_G

    Gordon_G

    Joined:
    Jun 4, 2013
    Posts:
    358
    Hi, I cannot find an answer in the documentation so if you could direct me if I am missing this:

    How can I change this build path, so that I have different local build paths for different Addressables Profiles?

    [UnityEngine.AddressableAssets.Addressables.BuildPath]

    I have a created git branch for some development. Our mobile app is live on the app stores, and our main, production branch is used to update the Addressables. I cannot afford to screw those up!

    So I created a new profile to go with the development branch, but I cannot find out where to set that parameter so i don't destroy our production branch's Addressables.

    Is there anything else I need to do to ensure our production branch's Addressables remain untouched by the work i do in the development branch?

    Thanks for your help!

    For some context, here is the latest Addressables 1.2 documentation. It states to go to the Create menu and create a new build load path, but in Unity 2021.3.16f1, there is no item I can see on the create menu that matches the description:

    upload_2023-6-11_14-22-41.png upload_2023-6-11_14-22-41.png
     
    Last edited: Jun 11, 2023
  2. timtunity3d

    timtunity3d

    Unity Technologies

    Joined:
    Oct 1, 2015
    Posts:
    124
    You shouldn't need a new set of path pairs to accomplish this. You would just click on "Local" in the left pane to switch to your Local profile. Switch the value for the Local dropdown to "Custom" and change the build and load path in there. All the settings for the "Default" profile should stay the same.

    Also I would recommend explicitly selecting the Default profile as part of your build script. You can get more information in the documentation:


    https://docs.unity3d.com/Packages/com.unity.addressables@1.21/manual/editor/building-content/BuildPlayerContent.html#set-the-active-profile
     
  3. Gordon_G

    Gordon_G

    Joined:
    Jun 4, 2013
    Posts:
    358
    @timtunity3d thank so you for your reply!

    Sorry, but perhaps my image was misleading. I wasn't suggesting to change the local build path for the Default profile, but only using the screen shot to explicitly highlight the field I want to change for other profiles, and the fact that the method to do that in the documentation does not seem to be exit.

    Reading your reply, are you saying I cannot our should not set up other profiles that have their own local build paths?

    If that is possible, and not a bad idea, how is it accomplished? (Because, again, the documentation seems to be erroneous or I am blind!)

    If it is a bad idea, how do I ensure that I can test Addressables builds without destroying the local builds we have in the local build path?

    We may need to update the online content for our production app - the one one the app store. At the same time, we need to try out new content for a build we already have in iOS Test Flight and Google's Testing service (or whatever it is called)

    If we cannot set up unique local build paths for different profiles, how are we to handle this problem?

    Are you saying the only way to do this is through script? or maybe I am missing something fundamental yet... sorry, for the bevy of questions!

    And what is up with the documentation?

    Thank you for any further guidance & cheers,

    Gordon
     
    Last edited: Jun 15, 2023