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. |