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    Class AddressableAssetEntry

    Contains data for an addressable asset entry.

    Inheritance
    Object
    AddressableAssetEntry
    Inherited Members
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEditor.AddressableAssets.Settings
    Syntax
    [Serializable]
    public class AddressableAssetEntry : ISerializationCallbackReceiver, IReferenceEntryData

    Properties

    Name Description
    address

    The address of the entry. This is treated as the primary key in the ResourceManager system.

    AssetPath

    The path of the asset.

    BundleFileId

    The id for the bundle file.

    guid

    The asset guid.

    IsInResources

    Is the asset in a resource folder.

    IsInSceneList

    Is scene in scene list.

    IsScene

    Is this entry for a scene.

    IsSubAsset

    Is a sub asset. For example an asset in an addressable folder.

    labels

    The set of labels for this entry. There is no inherent limit to the number of labels.

    MainAsset

    The main asset object for this entry.

    ParentEntry

    Stores a reference to the parent entry. Only used if the asset is a sub asset.

    parentGroup

    The asset group that this entry belongs to. An entry can only belong to a single group at a time.

    ReadOnly

    Read only state of the entry.

    TargetAsset

    The asset object for this entry.

    Methods

    Name Description
    CreateCatalogEntries(List<ContentCatalogDataEntry>, Boolean, String, IEnumerable<Object>, Object, HashSet<Type>)

    Create all entries for this addressable asset. This will expand subassets (Sprites, Meshes, etc) and also different representations.

    CreateKeyList()

    Creates a list of keys that can be used to load this entry.

    GatherAllAssets(List<AddressableAssetEntry>, Boolean, Boolean, Boolean, Func<AddressableAssetEntry, Boolean>)

    Gathers all asset entries. Each explicit entry may contain multiple sub entries. For example, addressable folders create entries for each asset contained within.

    GetAssetLoadPath(Boolean)

    The asset load path. This is used to determine the internal id of resource locations.

    GetAssetLoadPath(Boolean, HashSet<String>)

    The asset load path. This is used to determine the internal id of resource locations.

    OnAfterDeserialize()

    Implementation of ISerializationCallbackReceiver. Converts data from serializable form after deserialization.

    OnBeforeSerialize()

    Implementation of ISerializationCallbackReceiver. Converts data to serializable form before serialization.

    SetAddress(String, Boolean)

    Set the address of the entry.

    SetLabel(String, Boolean, Boolean, Boolean)

    Set or unset a label on this entry.

    ToString()

    Returns the address of the AddressableAssetEntry.

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    Generated by DocFX on 18 October 2023