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// From:https://forum.unity.com/threads/set-asset-as-addressable-through-script.718751/#post-5718025 | |
// Code to make Unity assets "addressable" | |
// Use this object to manipulate addressables | |
var settings = AddressableAssetSettingsDefaultObject.Settings; | |
// Create and Remove groups and labels and custom address: | |
string group_name = "YourGroupName"; | |
string label_name = "YourLabelName"; | |
string path_to_object = "Assets/path/to/your/object/"; | |
string custom_address = "Custom address here"; | |
//Create a group | |
settings.CreateGroup(group_name, false, false, false, new List<AddressableAssetGroupSchema> { settings.DefaultGroup.Schemas[0] }); | |
//Create a Label | |
settings.AddLabel(label_name, false); | |
//Remove a group | |
AddressableAssetGroup g = settings.FindGroup(group_name); | |
settings.RemoveGroup(g); | |
//Remove a label | |
settings.RemoveLabel(label_name, false); | |
//Make a gameobject an addressable | |
AddressableAssetGroup g = settings.FindGroup(group_name); | |
var guid = AssetDatabase.AssetPathToGUID(path_to_object); | |
//This is the function that actually makes the object addressable | |
var entry = settings.CreateOrMoveEntry(guid, g); | |
entry.labels.Add(label_name); | |
entry.address = custom_address; | |
//You'll need these to run to save the changes! | |
settings.SetDirty(AddressableAssetSettings.ModificationEvent.EntryMoved, entry, true); | |
AssetDatabase.SaveAssets(); |
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