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    Class BundledAssetGroupSchema

    Schema used for bundled asset groups.

    Inheritance
    object
    Object
    ScriptableObject
    AddressableAssetGroupSchema
    BundledAssetGroupSchema
    Implements
    ISerializationCallbackReceiver
    Inherited Members
    AddressableAssetGroupSchema.Group
    AddressableAssetGroupSchema.SetDirty(bool)
    AddressableAssetGroupSchema.ShowMixedValue(SerializedProperty, List<AddressableAssetGroupSchema>, Type, string)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEditor.AddressableAssets.Settings.GroupSchemas
    Assembly: solution.dll
    Syntax
    public class BundledAssetGroupSchema : AddressableAssetGroupSchema, 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.

    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.

    SelectedPathPairIndex

    The selected path pair in use.

    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.

    UseDefaultSchemaSettings

    Determines if user wants to override the default schema settings.

    UseUnityWebRequestForLocalBundles

    If true, local asset bundles will be loaded through UnityWebRequest.

    Methods

    Name Description
    CreateDefaultSchemaSettings()

    Create sets of recommended settings based on the build target platform and AssetBundle loading strategy.

    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.

    GetDefaultSchemaSettings()
    GetDefaultSchemaSettingsBuildTargetGroup(BuildTarget)
    OnAfterDeserialize()

    Impementation of ISerializationCallbackReceiver, used to set callbacks for ProfileValueReference changes.

    OnBeforeSerialize()

    Impementation 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.

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