Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.10.0
Issue ID
ADDR-1299
Regression
No
New Build menu item missing in Build dropdown in the Addressables Groups window
How to reproduce:
1. Open user's attached project
2. Go to Window -> Asset Management -> Addresables -> Groups
3. Press Build in Addresables Groups window
4. Observe the menu items
Expected result: New Build menu item is present in the dropdown
Actual: New Build menu item is missing in the dropdown
Reproducible with: 1.10.0 (2018.4.24f1, 2019.4.2f1, 2020.1.0b14, 2020.1.0a16)
Note: Couldn't reproduce on a new project, the issue is only reproducible on the user's project
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
- Editor crashes on D3D12GetInterface when repeatedly enabling and disabling 256 text components
Resolution Note:
In the given project, it is missing the PackedMode build script. Without that script, or another script that can build type 'AddressablesPlayerBuildResult' it does not know how to build. Since this is the case, the best thing we can do is try to direct the user to what they need to do by putting "No Build Script Available" in the dropdown for New Build and they can search that phrase in the documentation and it comes up with the full description of the problem.
To simply just build, they need to create a new Addressables project, get BuildScriptPackedMode.asset from that project as it is created by default, and add it to Assets/AddressableAssetsData/DataBuilders, then add it under AddressableAssetSettings Inspector "Build and Play Mode Scripts"
If they don't mind their settings getting deleted, they could also just delete Assets/AddressableAssetsData and click "Create Addressable Settings" in Addressables group window and it will re-generate everything addressables
Added this to the docs to explain in detail:
If under *New Build there is an unclickable No Build Script Available, check [`AddressableAssetSettings`](../api/UnityEditor.AddressableAssets.Settings.AddressableAssetSettings.html) in the Inspector and see **Build and Play Mode Scripts section. In order to show up under New Build in Addressables Groups window , there must be a build script [`ScriptableObject`](https://docs.unity3d.com/Manual/class-ScriptableObject.html) that is able to build type [`AddressablesPlayerBuildResult`](../api/UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult) paired with an entry in the Build and Play Mode Scripts section of the Inspector window for `AddressableAssetSettings`.*
To add a new Build or Play Mode script, click the `+` under the *Build and Play Mode Scripts section and find your build mode asset. Once it is added, if the script is a Play Mode script it will show up under Window > Asset Management > Addressables > Groups > Play Mode Script. If the script is able to build [`AddressablesPlayerBuildResult`] it will show up under **Window > Asset Management > Addressables > Groups > Build > *New Build. Build and Play Mode scripts provided by default, including `BuildSciptPackedMode`, are located under `Assets/AddressableAssetsData/DataBuilders`. See earlier section "Build scripts" for more information on custom build scripts.