Method SaveContentState
SaveContentState(string, List<AddressableAssetEntry>, IDependencyData, string, string)
Save the content update information for a set of AddressableAssetEntry objects.
Declaration
[Obsolete]
public static bool SaveContentState(string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath)
Parameters
| Type | Name | Description | 
|---|---|---|
| string | path | File to write content stat info to. If file already exists, it will be deleted before the new file is created.  | 
    
| List<AddressableAssetEntry> | entries | The entries to save.  | 
    
| IDependencyData | dependencyData | The raw dependency information generated from the build.  | 
    
| string | playerVersion | The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion.  | 
    
| string | remoteCatalogPath | The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur.  | 
    
Returns
| Type | Description | 
|---|---|
| bool | True if the file is saved, false otherwise.  | 
    
SaveContentState(List<ContentCatalogDataEntry>, string, List<AddressableAssetEntry>, IDependencyData, string, string)
Save the content update information for a set of AddressableAssetEntry objects.
Declaration
public static bool SaveContentState(List<ContentCatalogDataEntry> locations, string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath)
Parameters
| Type | Name | Description | 
|---|---|---|
| List<ContentCatalogDataEntry> | locations | The ContentCatalogDataEntry locations that were built into the Content Catalog.  | 
    
| string | path | File to write content stat info to. If file already exists, it will be deleted before the new file is created.  | 
    
| List<AddressableAssetEntry> | entries | The entries to save.  | 
    
| IDependencyData | dependencyData | The raw dependency information generated from the build.  | 
    
| string | playerVersion | The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion.  | 
    
| string | remoteCatalogPath | The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur.  | 
    
Returns
| Type | Description | 
|---|---|
| bool | True if the file is saved, false otherwise.  | 
    
SaveContentState(List<ContentCatalogDataEntry>, string, List<AddressableAssetEntry>, IDependencyData, string, string, List<CachedAssetState>)
Save the content update information for a set of AddressableAssetEntry objects.
Declaration
public static bool SaveContentState(List<ContentCatalogDataEntry> locations, string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath, List<CachedAssetState> carryOverCacheState)
Parameters
| Type | Name | Description | 
|---|---|---|
| List<ContentCatalogDataEntry> | locations | The ContentCatalogDataEntry locations that were built into the Content Catalog.  | 
    
| string | path | File to write content stat info to. If file already exists, it will be deleted before the new file is created.  | 
    
| List<AddressableAssetEntry> | entries | The entries to save.  | 
    
| IDependencyData | dependencyData | The raw dependency information generated from the build.  | 
    
| string | playerVersion | The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion.  | 
    
| string | remoteCatalogPath | The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur.  | 
    
| List<CachedAssetState> | carryOverCacheState | Cached state that needs to carry over from the previous build. This mainly affects Content Update.  | 
    
Returns
| Type | Description | 
|---|---|
| bool | True if the file is saved, false otherwise.  | 
    
SaveContentState(List<ContentCatalogDataEntry>, Dictionary<GUID, List<ContentCatalogDataEntry>>, string, List<AddressableAssetEntry>, IDependencyData, string, string, List<CachedAssetState>)
Save the content update information for a set of AddressableAssetEntry objects.
Declaration
public static bool SaveContentState(List<ContentCatalogDataEntry> locations, Dictionary<GUID, List<ContentCatalogDataEntry>> guidToCatalogLocation, string path, List<AddressableAssetEntry> entries, IDependencyData dependencyData, string playerVersion, string remoteCatalogPath, List<CachedAssetState> carryOverCacheState)
Parameters
| Type | Name | Description | 
|---|---|---|
| List<ContentCatalogDataEntry> | locations | The ContentCatalogDataEntry locations that were built into the Content Catalog.  | 
    
| Dictionary<GUID, List<ContentCatalogDataEntry>> | guidToCatalogLocation | Mapping of asset Guid to catalog locations entries for lookup of extra data.  | 
    
| string | path | File to write content stat info to. If file already exists, it will be deleted before the new file is created.  | 
    
| List<AddressableAssetEntry> | entries | The entries to save.  | 
    
| IDependencyData | dependencyData | The raw dependency information generated from the build.  | 
    
| string | playerVersion | The player version to save. This is usually set to AddressableAssetSettings.PlayerBuildVersion.  | 
    
| string | remoteCatalogPath | The server path (if any) that contains an updateable content catalog. If this is empty, updates cannot occur.  | 
    
| List<CachedAssetState> | carryOverCacheState | Cached state that needs to carry over from the previous build. This mainly affects Content Update.  | 
    
Returns
| Type | Description | 
|---|---|
| bool | True if the file is saved, false otherwise.  |