Class RuntimeContentManager
Class that manages resources loaded from content archives.
Namespace: Unity.Entities.Content
Assembly: Unity.Entities.dll
Syntax
[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. |