Version: Unity 6.7 Alpha (6000.7)
Language : English
Analyzing AssetBundles
Introduction to content directories

Use content directories to load assets at runtime

Content directories let you build your project’s assets into separate content builds that you ship and load alongside a Player build, which reduces build size and asset duplication. In addition to reducing build size, you can use content directories to publish DLC or content updates. They’re designed to be a replacement for the AssetBundle system, and are compatible with the Addressables package

Content directories support local content only. To distribute content remotely, or download it after a user installs your application, use the AssetBundle system or build your own distribution mechanism.

Topic Description
Introduction to content directories Understand what content directories are, how they compare to AssetBundles, and when to use them.
Create content directories Define ScriptableObject root assets, which contain the assets of your project to build into a content directory.
Reference content in a content directory Use loadable references to include assets in a content build.
Include scenes in a content build Use loadable references to reference and load scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
from a content directory at runtime.
Load content directories Register a content directory at runtime and access its assets.

Additional resources

Analyzing AssetBundles
Introduction to content directories