docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class BinaryContentCatalogData

    Binary-format catalog data. Serialize via BinaryStorageBuffer; deserialize with BinaryContentCatalogData.Serializer.

    Inheritance
    object
    ContentCatalogData
    BinaryContentCatalogData
    Inherited Members
    ContentCatalogData.kMagic
    ContentCatalogData.kVersion
    ContentCatalogData.LocalHash
    ContentCatalogData.BuildResultHash
    ContentCatalogData.ProviderId
    ContentCatalogData.InstanceProviderData
    ContentCatalogData.SceneProviderData
    ContentCatalogData.ResourceProviderData
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.AddressableAssets.ResourceLocators
    Assembly: Unity.Addressables.dll
    Syntax
    [Serializable]
    public class BinaryContentCatalogData : ContentCatalogData

    Constructors

    Name Description
    BinaryContentCatalogData()

    Creates a new BinaryContentCatalogData object without any data.

    BinaryContentCatalogData(string)

    Creates a new BinaryContentCatalogData object with the specified locator id.

    Fields

    Name Description
    kBinaryAssetProviderId

    ProviderId for the BinaryAssetProvider registered with this catalog's Serializer. Used by BinaryCatalogProvider when building the inner resource location so both sides use the same string without referencing the internal generic type directly.

    Methods

    Name Description
    CreateOptimizedCopy(BinaryContentCatalogData)

    Creates an optimized copy of the catalog data. This shortens all dependency keys in order to reduce the amount of key strings that get serialized. Assetbundles generally have a long path that is used as the id and this will replace them with an integer value.

    ExtractBinaryCatalog(string, string)

    Converts a binary catalog to a readable text version. The text version cannot be loaded via the runtime and is intended for debugging purposes only.

    SerializeToByteArray()
    SetData(IList<ContentCatalogDataEntry>)
    In This Article
    Back to top
    Copyright © 2026 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)