internal override void Setup(AddressableAssetSettings settings, string tempAssetFolder) { AddressableAssetSettings.CreateBuiltInData(settings); AssetDatabase.CreateFolder(tempAssetFolder, "Resources"); string prefabPath = CreateAssetPath(Path.Combine(tempAssetFolder, "Resources"), prefabKey, ".prefab"); CreatePrefab(prefabPath); string builtInScenePath = CreateAssetPath(tempAssetFolder, sceneKey, ".unity"); CreateScene(builtInScenePath); m_BuiltInSceneCache = BuiltinSceneCache.scenes; BuiltinSceneCache.scenes = new EditorBuildSettingsScene[] { new EditorBuildSettingsScene(builtInScenePath, true) }; }