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unitycontentmanagement's Introduction

I didn't like Unity Addressable because of its schizocode, no comments, no detailed description of the package for its modification, the developers are silent on the forum...

I freaked out and wrote my asset loader in 2-3 hours

Getting started

To include an asset to the database

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This action is to skip the asset through the filters and either add or not add it by returning an error in the console

To exclude an asset from the database

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To load asset from bundles (method 1)

ContentDatabase.LoadAsset<GameObject>("ClientUI", delegate (GameObject go)
{
    if (go)
    {
        Instantiate(go);
    }
});

To load asset from bundles (method 2)

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Description of the asset ContentDatabase.asset

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  1. All possible chains of loading bundles to get an asset
  2. All assets included to the database
  3. Bundle Naming Mode

Only GUID - the name of the bundles will correspond to a unique id with a file extension

Only GUID Without Extension - The same thing but without the file extension

Name Type - The name will match the name of the asset in the project with the addition of a type name (for example floor_Texture2D or Penis_GameObject)

Name - The name will match the name of the asset in the project without adding a type name (when duplicating names, the type name will be added)

Raw Path - The bundles will be arranged according to the location of the files in the project

  1. Does not include information about the unity version in bundles, slightly complicates the decompilation of bundles due to the difference in serialization from version to version

unitycontentmanagement's People

Contributors

redheadgektor avatar

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