Class AddressableAssetEntry
Contains data for an addressable asset entry.
Implements
Inherited Members
Namespace: UnityEditor .AddressableAssets .Settings
Assembly: Unity.Addressables.Editor.dll
Syntax
[Serializable]
public class AddressableAssetEntry : ISerializationCallbackReceiver
Fields
Name | Description |
---|---|
Flagged |
If true, this asset was changed after being built into an Addressable Group marked 'Cannot Change Post Release'. |
Sub |
List of AddressableAssetEntries that are considered sub-assets of a main Asset. Typically used for Folder entires. |
Properties
Name | Description |
---|---|
Asset |
The path of the asset. |
Bundle |
The id for the bundle file. |
Is |
Flag indicating if an AssetEntry is a folder or not. |
Is |
Is the asset in a resource folder. |
Is |
Is scene in scene list. |
Is |
Is this entry for a scene. |
Is |
Is a sub asset. For example an asset in an addressable folder. |
Main |
The main asset object for this entry. |
Main |
The System.Type of the main Object referenced by an AddressableAssetEntry |
Parent |
Stores a reference to the parent entry. Only used if the asset is a sub asset. |
Read |
Read only state of the entry. |
Target |
The asset object for this entry. |
address | The address of the entry. This is treated as the primary key in the ResourceManager system. |
guid | The asset guid. |
labels | The set of labels for this entry. There is no inherent limit to the number of labels. |
parent |
The asset group that this entry belongs to. An entry can only belong to a single group at a time. |
Methods
Name | Description |
---|---|
Create |
Create all entries for this addressable asset. This will expand subassets (Sprites, Meshes, etc) and also different representations. |
Create |
Create all entries for this addressable asset. This will expand subassets (Sprites, Meshes, etc) and also different representations. |
Create |
Creates a list of keys that can be used to load this entry. |
Gather |
Gathers all asset entries. Each explicit entry may contain multiple sub entries. For example, addressable folders create entries for each asset contained within. |
Get |
The asset load path. This is used to determine the internal id of resource locations. |
Get |
The asset load path. This is used to determine the internal id of resource locations. |
On |
Implementation of ISerializationCallbackReceiver. Converts data from serializable form after deserialization. |
On |
Implementation of ISerializationCallbackReceiver. Converts data to serializable form before serialization. |
Set |
Set the address of the entry. |
Set |
Set or unset a label on this entry. |
To |
Returns the address of the AddressableAssetEntry. |