After I go through content management, I still not understand how to setup something like addressable remote that able build content and upload to CCD then the game app can download the content on demand. Can official point me how to do it? Actually second initialContentSet paramter at ContentDeliverySystem.Instance.UpdateContent where can I get it? Is that setup by me during building content and if yes where should I set it?
#Content management for CCD
1 messages · Page 1 of 1 (latest)
First of all ContentDeliverySystem changed to ContentDeliveryGlobalState and works implicitly through RuntimeContentSystem which is responsible for content update (since Entities 1.0.0-pre.15) documentation just not up to date (cc @turbid coyote or @sharp terrace sorry for ping but it seems wrong thing sits in docs for a long time already ( https://docs.unity3d.com/Packages/com.unity.entities@1.0/manual/content-management-delivery.html )
@compact needle Take a look at two places, first one is RuntimeContentSystem and LoadContentCatalog method (screenshot 1) source code specifically for actual download and RemoteContentCatalogBuildUtility.PublishContent it's place where you actually define your values for content sets through contentSetFunc. It's Func which will be called for each file as it is published and where you can process file paths and depends on that put them to different content sets (or null for excluding file from publiching)
Also you can take look at Tests in Content folder specifically (screenshot 2) where you can see Setup and BuildTestData which shows how they define set name at the end of file after underscore and then pass contentSetFunc which is literally just extracts set name from file path f => new string[] { f.Substring(f.LastIndexOf('_') + 1) }