#if UNITY_EDITOR using UnityEditor.AddressableAssets.Build.DataBuilders; using UnityEngine; /// /// Uses data built by CustomBuildScript class. This script just sets up the correct variables and runs. /// [CreateAssetMenu(fileName = "CustomPlayMode.asset", menuName = "Addressables/Content Builders/Use CustomPlayMode Script")] public class CustomPlayModeScript : BuildScriptPackedPlayMode { /// public override string Name { get { return "Use Custom Build (requires built groups)"; } } } #endif