For my Android app I have added a couple of assets to the “Default Local Group”. This group has “Include in Build”, “Use Asset Bundle Cache”, “Use Asset Bundle Crc” enabled.
When I select File/Build & Run to deploy to the device, any changes to these assets are NOT picked up. I have to manually click Addressables/Build/Build Player Content and then File/Build & Run before the changes appear on device.
Is this expected behavior? If so, is there a way to automate this so I don’t accidentally forget clicking on Build Player Content?
This is the expected behavior. One option would be that you could create a script that implements IPreprocessBuild. In the build preprocessor you could call AddressableAssetSettings.BuildPlayerContent();
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@davidla_unity , but it’s an Obsolete Interface. The only option I found is to use BuildPipeline
Huh, you’re right. I didn’t realize that IPreprocessBuild was being deprecated. The option then would be to make a custom menu item script or something that would build the Addressables player content and then build the player.