Class BundledAssetGroupSchema
Schema used for bundled asset groups.
Implements
Inherited Members
Namespace: UnityEditor.AddressableAssets.Settings.GroupSchemas
Assembly: Unity.Addressables.Editor.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. Use this with care, as it could change when path pairs are added ore removed. It is generally more valid to lookup the path pair by Id for the current profile. |
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() | Get the default settings for an Addressable Group schema |
GetDefaultSchemaSettingsBuildTargetGroup(BuildTarget) | Returns the corresponding DefaultSchemaSettingsBuildTargetGroup for the build target specified. |
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. |