#[1.0.11] Android build still contain entire ContentArchives for content delivery

1 messages · Page 1 of 1 (latest)

grizzled plank
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Hi @lone prairie. After setup ENABLE_CONTENT_DELIVERY scripting symbol, building android player runtime still contain entire ContentArchives that is just similar huge build size without ENABLE_CONTENT_DELIVERY scripting symbol. It seems like missing proper build workflow for build mobile platform like addressables that won't put remote content into final player runtime.

grizzled plank
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Hi @eager kestrel. Could u point me which line and which code file that copy entire ContentArchives into player runtime build? I'm digging into code for quite long time but still can't find it. I want to strip that out for content delivery if not there's no point to enable content delivery.

crimson wharf
grizzled plank
crimson wharf
grizzled plank
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I know getting addressable editor tooling window is still long time to go but at least when I enable content delivery by adding ENABLE_CONTENT_DELIVERY it should not build all the content into final player runtime build.

crimson wharf
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if you don't want to build them - just remove them from it

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by included I mean: subscene that is part of normal scene

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I can hardly imagine how that cannot be done

lone prairie
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You will need to process your built player data in order to prepare it for remote delivery. https://docs.unity3d.com/Packages/com.unity.entities@1.0/api/Unity.Entities.Content.RemoteContentCatalogBuildUtility.PublishContent.html this method is the scripting API entry point for that but there is a context menu option as well (right click in the assets window, Publish->Existing Build). The default publish behavior is to copy the data into a folder called RemoteContent inside of your project folder and everything goes into the "all" content set. It also does not delete any content from the player build so you would need to do that yourself or just use the scripting API and pass the options that you want.

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The define only turns on the code to support content delivery. You need to run your build through the publish process to prepare for content delivery.

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Also note that only data that is in the StreamingAssets folder is publishable - anything built into player data is not. This includes GameObject scenes that are in the build settings scenes list, but not subscenes referenced by them

grizzled plank
# lone prairie You will need to process your built player data in order to prepare it for remot...

From what I see how the code currently work is no matter what it will build content and then goes into final player runtime build. Ideally is to make it not even to build content for local since there's publish content menu for remote. So actually which exact line of code to strip that out? I still can't find the code to move content into final player runtime build after done building content.

crimson wharf
grizzled plank
crimson wharf
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otherwise, subscene won't ever reach a build

grizzled plank