69 lines
3.5 KiB
Markdown
69 lines
3.5 KiB
Markdown
# Publish content with Cloud Content Delivery
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To publish content with Cloud Content Delivery (CCD), you have the following options:
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* Use CCD Dashboard/CLI
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* Use CCD Management package
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## Use CCD Dashboard/CLI
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To generate and upload Addressable content to a CCD project:
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1. Set the [profile you have set up for CCD](ccd-configure.md#configure-a-profile-with-a-cloud-content-delivery-url) as the active profile.
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2. [Build the Addressables content](builds-full-build.md).
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3. Upload the files created at the remote build path using the [CCD dashboard](https://docs.unity.com/ccd/Content/UnityCCDDashboard.htm) or [command-line interface](https://docs.unity.com/ccd/Content/UnityCCDCLI.htm).
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4. Create a release and update the badge using the CCD dashboard or command-line interface.
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Building Addressable content generates a content catalog (`.json`), a hash file (`.hash`), and one or more AssetBundle (`.bundle`) files. Upload these files to the bucket corresponding to the URL used in the profile load path.
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If you have made changes to local content, you must create a new Player build.
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## Use CCD Management package
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To generate, upload, and release Addressable content to your CCD project:
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1. Open the [Groups window](GroupsWindow.md) (menu: __Window > Asset Management > Addressables > Groups__).
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2. Use the __Build & Release__ option.
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The CCD Management package uses the default build script behavior to generate the Addressable bundles.
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All groups associated with a path pair connected to a CCD bucket and badge via the drop-down window have their generated AssetBundles uploaded by the management package to the remote target.
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Finally, the management package creates a release for the remote target and updates their badge.
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### CcdManager
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When setting up the project profile path pairs you can use the `Automatic` option. This option uses the `CcdManager` to set static properties at runtime to tell Addressables which Environment, Bucket, and Badge to use for loading assets. The `CcdManager` has the following properties: `EnvironmentName`, `BucketId`, and `Badge`. Setting these properties at runtime before Addressables initializes tells Addressables to look at these locations within CCD. To learn more about environments, buckets, and badges refer to [CCD organization](https://docs.unity.com/ccd/UnityCCD.html#CCD_organization).
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Example snippet of setting CcdManager properties:
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```c#
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CcdManager.EnvironmentName = ENV_NAME;
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CcdManager.BucketId = BUCKET_ID;
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CcdManager.Badge = BADGE;
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// Addressables call to load or instantiate asset
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```
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>[!NOTE]
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> Any Addressables call initializes the system so be sure to set the `CcdManager` before any Addressables call to ensure that there are no race conditions or unexpected behaviors.
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## Use build events
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CCD provides a means of wrapping the build and upload service to provide additional functionality.
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You can add additional events to PreUpdate and PreBuild event chains.
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[!code-cs[sample](../Tests/Editor/DocExampleCode/PrintBucketInformation.cs#SAMPLE)]
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### Disable version override warnings
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If you get warnings about overriding the player version and want to keep your current setup, you can disable the warnings by removing the corresponding build events.
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[!code-cs[sample](../Tests/Editor/DocExampleCode/DisableBuildWarnings.cs#SAMPLE)]
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## Additional resources
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* [CCD documentation](https://docs.unity.com/ugs/manual/ccd/manual/UnityCCD)
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* [Groups window reference](GroupsWindow.md)
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* [Enable remote content](remote-content-enable.md)
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* [Define remote content profiles](remote-content-profiles.md) |