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. |
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. |