Class BundledAssetGroupSchema
Schema used for bundled asset groups.
Inherited Members
Namespace: UnityEditor.AddressableAssets.Settings.GroupSchemas
Assembly: Unity.Addressables.Editor.dll
Syntax
public class BundledAssetGroupSchema : AddressableAssetGroupSchema, IHostingServiceConfigurationProvider, ISerializationCallbackReceiver
Properties
Name | Description |
---|---|
AssetBundleProviderType | The provider type to use for loading asset bundles. |
AssetBundledCacheClearBehavior | Determines how other cached versions of asset bundles are cleared. |
AssetLoadMode | Will load all Assets into memory from the AssetBundle after the AssetBundle is loaded. |
BuildPath | The path to copy asset bundles to. |
BundleMode | Controls how bundles are packed. If set to PackTogether, a single asset bundle will be created for the entire group, with the exception of scenes, which are packed in a second bundle. If set to PackSeparately, an asset bundle will be created for each entry in the group; in the case that an entry is a folder, one bundle is created for the folder and all of its sub entries. |
BundleNaming | Naming style to use for generated AssetBundle(s). |
BundledAssetProviderType | The provider type to use for loading assets from bundles. |
ChunkedTransfer | Indicates whether the UnityWebRequest system should employ the HTTP/1.1 chunked-transfer encoding method. |
Compression | Build compression. |
ForceUniqueProvider | If true, the bundle and asset provider for assets in this group will get unique provider ids and will only provide for assets in this group. |
HostingServicesContentRoot | Returns the Hosting Service content root path for the given AddressableAssetGroup |
IncludeAddressInCatalog | If enabled, addresses are included in the content catalog. This is required if assets are to be loaded via their main address. |
IncludeGUIDInCatalog | If enabled, guids are included in content catalogs. This is required if assets are to be loaded via AssetReference. |
IncludeInBuild | If true, the assets in this group will be included in the build of bundles. |
IncludeLabelsInCatalog | If enabled, labels are included in the content catalogs. This is required if labels are used at runtime load load assets. |
InternalBundleIdMode | Internal bundle naming mode |
InternalIdNamingMode | Internal Id mode for assets in bundles. |
LoadPath | The path to load bundles from. |
RedirectLimit | Indicates the number of redirects which this UnityWebRequest will follow before halting with a “Redirect Limit Exceeded” system error. |
RetryCount | Indicates the number of times the request will be retried. |
Timeout | Attempt to abort after the number of seconds in timeout have passed, where the UnityWebRequest has received no data. Use 0 for no timeout |
UseAssetBundleCache | If true, the CRC and Hash values of the asset bundle are used to determine if a bundle can be loaded from the local cache instead of downloaded. |
UseAssetBundleCrc | If true, the CRC and Hash values of the asset bundle are used to determine if a bundle can be loaded from the local cache instead of downloaded. |
UseAssetBundleCrcForCachedBundles | If true, the CRC and Hash values of the asset bundle are used to determine if a bundle can be loaded from the local cache instead of downloaded. |
UseUnityWebRequestForLocalBundles | If true, local asset bundles will be loaded through UnityWebRequest. |
Methods
Name | Description |
---|---|
GetAssetCachedProviderId() | Returns the id of the asset provider needed to load from this group. |
GetBuildCompressionForBundle(string) | Gets the build compression settings for bundles in this group. |
GetBundleCachedProviderId() | Returns the id of the bundle provider needed to load from this group. |
OnAfterDeserialize() | Impementation of ISerializationCallbackReceiver. Used to set callbacks for ProfileValueReference changes. |
OnBeforeSerialize() | Implementation of ISerializationCallbackReceiver. Does nothing. |
OnGUI() | Used to display the GUI of the schema. |
OnGUIMultiple(List<AddressableAssetGroupSchema>) | Used to display the GUI of multiple selected groups. |
OnSetGroup(AddressableAssetGroup) | Set default values taken from the assigned group. |
ShowAllProperties() | Used for drawing properties in the inspector. |