But if I build it with a Makefile that basically does
Code: Select all
$(unitydir)/Editor/Unity -quit -batchmode -logFile stdout.log -buildTarget Linux64 -buildLinux64Player "build/$(name).x86_64"
I'm not sure what I broke before, there must be state... somewhere...
But since that's the way I build DFU in my workflow, I still need to find a solution.
So far I've tried to create an Assets/Editor/MyEditorScript.cs:
Code: Select all
using UnityEditor;
class MyEditorScript
{
static void PerformBuild ()
{
AddressableAssetSettings.BuildPlayerContent();
}
}
But if addressables aren't modified too often, even a way to manually trigger the creation of player's addressables would be a start; Haven't found how to do that in 2019.4.28 yet.