Class RuntimeContentManager
Class that manages resources loaded from content archives.
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.  |