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    Class RuntimeContentManager

    Class that manages resources loaded from content archives.

    Inheritance
    object
    RuntimeContentManager
    Namespace: Unity.Entities.Content
    Assembly: solution.dll
    Syntax
    [GenerateTestsForBurstCompatibility]
    [BurstCompile]
    public static class RuntimeContentManager

    Properties

    Name Description
    RelativeCatalogPath

    The relative path of the catalog.

    Methods

    Name Description
    Cleanup(out int)

    Cleanup internal resources.

    DefaultArchivePathFunc(string)

    Functor that transforms an archive id into a relative path. This path should be relative to the streaming assets path.

    DefaultContentFileNameFunc(string)

    Functor that transforms a file id into the internal mounted path.

    GetObjectIds(AllocatorHandle)

    Get the entire list of object ids.

    GetObjectLoadingStatus(in UntypedWeakReferenceId)

    Get the cached object status value. This method is thread safe and can be burst compiled. The cached value is only update once per frame.

    GetObjectValue<TObject>(UntypedWeakReferenceId)

    For an object that is loaded, this will return the loaded value.

    GetSceneFileValue(UntypedWeakReferenceId)

    The scene file. This is needed to integrate when the scene is loaded with the autoIntegrate value set to false.

    GetSceneIds(AllocatorHandle)

    Get the entire list of object ids.

    GetSceneLoadingStatus(UntypedWeakReferenceId)

    Gets the current status of an active scene.

    GetSceneValue(UntypedWeakReferenceId)

    The loaded scene value.

    Initialize()

    Initialize the internal data structures for handling content archives.

    LoadLocalCatalogData(string, Func<string, string>, Func<string, string>)

    Loads catalog data from a local path.

    LoadObjectAsync(in UntypedWeakReferenceId)

    Thread safe method to initiate an object load. The load will start during the main thread update.

    LoadObjectsAsync(UntypedWeakReferenceId*, int)

    Load multiple objects.

    LoadSceneAsync(UntypedWeakReferenceId, ContentSceneParameters)

    Loads a GameObject based scene.

    ProcessQueuedCommands()

    Process queued load and release requests.

    ReleaseObjectAsync(in UntypedWeakReferenceId)

    Thread safe method to release an object. The release will happen during the main thread update.

    ReleaseObjects(UntypedWeakReferenceId*, int)

    Release multiple objects.

    UnloadScene(ref Scene)

    Release a scene. If the reference count goes to zero, the scene will be unloaded.

    WaitForObjectCompletion(UntypedWeakReferenceId, int)

    Blocks on the main thread until the load operation completes. This function can be slow and so should be used carefully to avoid frame rate stuttering.

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