Hi, I’m using Addressables 1.16.19.
I have saw a thread, and have saw an answer from that.
Option to only build parts of addressables - Unity Forum
I wonder that how I can integrate cache server on building addressables.
I have found codes but it seems to be not available to CacheServerHost and CacheServerPort. Below is that in BuildScriptPackedMode.cs;
var buildParams = new AddressableAssetsBundleBuildParameters(
aaContext.Settings,
aaContext.bundleToAssetGroup,
buildTarget,
buildTargetGroup,
aaContext.Settings.buildSettings.bundleBuildPath);
var builtinShaderBundleName = Hash128.Compute(GetProjectName()) + "_unitybuiltinshaders.bundle";
var buildTasks = RuntimeDataBuildTasks(builtinShaderBundleName);
buildTasks.Add(extractData);
IBundleBuildResults results;
using (m_Log.ScopedStep(LogLevel.Info, "ContentPipeline.BuildAssetBundles"))
using (new SBPSettingsOverwriterScope(ProjectConfigData.generateBuildLayout)) // build layout generation requires full SBP write results
{
var exitCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(m_AllBundleInputDefs), out results, buildTasks, aaContext, m_Log);
if (exitCode < ReturnCode.Success)
return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, "SBP Error" + exitCode);
}
I really hope to use cache server.