[Addressables] Add ContextMenu option to Custom Analyze Rules and feedback on the Analyze Window

Unity’s Addressables system allows you to write your own custom analyze rules. Nice!

The rows also supports adding custom right-click context menu entries… but deliberately excludes the user from making good use of it because the necessary members are marked internal for some reason. It kind of sucks that the choice was made to deliberately disallow using this very useful feature.

It sucks that there’s no asset ping when clicking on a row in this window. If I had custom context menus, I could add this missing feature myself. But my workflow for processing 100 assets right now is to manually type in enough text into the search bar to get an exact match. Very long, painful, tedious, and just a bad user experience.

I know that the analyze rules support a “fix” function, but it only provides 1 solution. Sometimes there’s more than one ‘fix’, and the user could pick which one they want from a menu of options.

It’s better to make an entire custom rules engine from scratch (I did) than to use this existing one with such artificial limitations as this.

It would be nice to get a graph view, rather than a tree view, to help with visualizing relationships.

Does the community have any way of improving the usability of the Addressable Analyze Window?

Thanks for the feedback. Can you let us know which functions you’d need to be public to impliment multiple fixes?

Hello timtunity3d.

The struct UnityEditor.AddressableAssets.Build.AnalyzeRules.AnalyzeRule.CustomContextMenu and function UnityEditor.AddressableAssets.Build.AnalyzeRules.AnalyzeRule.GetCustomContextMenuItems().

If you right-click on any row under the “Check Resources to Addressable Duplicate Dependencies” rule, it brings up a context menu with a single entry (“Select Assets”). I’m assuming that this comes from the aforementioned API, but I’m not 100% certain.

I’ve added a feature request to track this internally so we can discuss and decide if we can support putting this into a future release. Thanks for the detailed suggestion!

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I got this added externally for consideration on the public roadmap. You can upvote it here:

Content pipeline and package management roadmap | Unity