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[SOLVED][Addressable Asset] Invoking BuildPipeline.BuildPlayer do not trigger asset group generation

Discussion in 'Editor & General Support' started by FlorentFal, Jan 2, 2019.

  1. FlorentFal

    FlorentFal

    Joined:
    Nov 20, 2015
    Posts:
    55
    Hello,

    I wrote a custom editor script to build my app (via BuildPipeline.BuildPlayer) but addressable asset groups are not created at all. But work fine when I manually use the build action in editor (File > Build & Run). Is there any options or things to do in order to trigger addressable asset group creation ?

    Thanks

    Florent

    cc @unity_bill
     
  2. FlorentFal

    FlorentFal

    Joined:
    Nov 20, 2015
    Posts:
    55
    On 0.5.3 There is an API you have to call: AddressableAssetSettings.BuildPlayerContent();
    As 0.5.3 is very buggy, I'll stay at v0.4.8 (last "not so much buggy" version) and postpone my custom build script to a futur v0.5.4
     
    bruno_1308 likes this.