Hi !
I’m facing a weird problem, trying to create a custom build script by extending the BuildScriptPackedMode class.
I’ve created this scriptable object :
using UnityEngine;
namespace UnityEditor.AddressableAssets.Build.DataBuilders
{
[CreateAssetMenu(fileName = "CustomBuildScriptPacked.asset", menuName = "Addressables/Content Builders/Custom Build Script")]
public class AddressablesCustomBuild : BuildScriptPackedMode
{
public override string Name
{
get { return "Custom Build Script"; }
}
protected override TResult BuildDataImplementation<TResult>(AddressablesDataBuilderInput builderInput)
{
Debug.LogWarning(builderInput);
var result = base.BuildDataImplementation<TResult>(builderInput);
Debug.LogWarning(result);
return result;
}
}
}
I can instantiate it as an asset, insert it in the settings, and it shows up properly in the addressables build menu :

But when I click on it, it is always the base class which is directly executed, my override on the function BuildDataImplementation is simply ignored.
(I tried with and without the namespace, and had the same issue)
What am I missing ?
Thanks for any help !