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 | 
|---|---|
| FlaggedDuringContentUpdateRestriction | If true, this asset was changed after being built into an Addressable Group marked 'Cannot Change Post Release'.  | 
      
| SubAssets | List of AddressableAssetEntries that are considered sub-assets of a main Asset. Typically used for Folder entires.  | 
      
Properties
| Name | Description | 
|---|---|
| AssetPath | The path of the asset.  | 
      
| BundleFileId | The id for the bundle file.  | 
      
| IsFolder | Flag indicating if an AssetEntry is a folder or not.  | 
      
| 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.  | 
      
| MainAsset | The main asset object for this entry.  | 
      
| MainAssetType | The System.Type of the main Object referenced by an AddressableAssetEntry  | 
      
| ParentEntry | Stores a reference to the parent entry. Only used if the asset is a sub asset.  | 
      
| ReadOnly | Read only state of the entry.  | 
      
| TargetAsset | 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.  | 
      
| parentGroup | The asset group that this entry belongs to. An entry can only belong to a single group at a time.  | 
      
Methods
| Name | Description | 
|---|---|
| CreateCatalogEntries(List<ContentCatalogDataEntry>, bool, string, IEnumerable<object>, object, Dictionary<GUID, AssetLoadInfo>, HashSet<Type>, bool, bool, bool, HashSet<string>) | Create all entries for this addressable asset. This will expand subassets (Sprites, Meshes, etc) and also different representations.  | 
      
| CreateCatalogEntries(List<ContentCatalogDataEntry>, bool, 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>, bool, bool, bool, Func<AddressableAssetEntry, bool>) | Gathers all asset entries. Each explicit entry may contain multiple sub entries. For example, addressable folders create entries for each asset contained within.  | 
      
| GetAssetLoadPath(bool) | The asset load path. This is used to determine the internal id of resource locations.  | 
      
| GetAssetLoadPath(bool, 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, and sorts collections for deterministic ordering.  | 
      
| SetAddress(string, bool) | Set the address of the entry.  | 
      
| SetLabel(string, bool, bool, bool) | Set or unset a label on this entry.  | 
      
| ToString() | Returns the address of the AddressableAssetEntry.  |