#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