#How do I make some of the content available remotely?

1 messages · Page 1 of 1 (latest)

pliant sun
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My game should have some subscenes pre-loaded and I want to download the rest of the subscenes as needed. In Addressables this was easy to do, but in Content Management I don't know how to do it.

potent zealot
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It's a very similar workflow

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What part in particular are you struggling with?

pliant sun
potent zealot
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you just include what you want local, and include the rest online

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and it'll just check if you have it locally, if not it'll pull it

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RemoteContentCatalogBuildUtility.BuildContent
you can use this to specify exactly what scenes get built for your remote content

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public static void BuildContent(HashSet<Hash128> subScenes, Hash128 playerGUID, BuildTarget target, string buildFolder)

pliant sun
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As far as I know, I have to call ContentDeliveryGlobalState.Initialise first, and only then I can load the assets

potent zealot
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you just pass in the scene hash of your subscenes and those will be built

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sounds about right

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<deleted>

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i think that's al that we really call hmm

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oh wait thats ours

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sec

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RuntimeContentSystem.LoadContentCatalog(url, _localCachePath, _contentSet);```
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i think is all that is called

pliant sun
potent zealot
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anything you include in the local build

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whatever scene you include in the build pipeline

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whatever subscenes it references will be included in the build

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whether its by EntitySceneReference or just SubScene script on a gameobject

pliant sun
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What happens to content that is used in both local build and remote build?

potent zealot
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it will check if it has the most recent locally, if not it'll download a replacement

pliant sun
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And how do I download content as needed?

potent zealot
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^
RuntimeContentSystem.LoadContentCatalog(url, _localCachePath, _contentSet);
is basically you telling it to download a set

pliant sun
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How does _contentSet work?

potent zealot
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can't remember, i didn't set this up originally

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and i haven't touched it in a long time

pliant sun
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ok, thanks

royal elk
pliant sun