#How do I make some of the content available remotely?
1 messages · Page 1 of 1 (latest)
Now as far as I understand it I have no control over how content archives are created and I can't just specify what should be local and what should be remote. I also can't figure out how I can upload remote content not all at once, but as needed.
you just include what you want local, and include the rest online
and it'll just check if you have it locally, if not it'll pull it
RemoteContentCatalogBuildUtility.BuildContent
you can use this to specify exactly what scenes get built for your remote content
public static void BuildContent(HashSet<Hash128> subScenes, Hash128 playerGUID, BuildTarget target, string buildFolder)
As far as I know, I have to call ContentDeliveryGlobalState.Initialise first, and only then I can load the assets
you just pass in the scene hash of your subscenes and those will be built
sounds about right
<deleted>
i think that's al that we really call hmm
oh wait thats ours
sec
RuntimeContentSystem.LoadContentCatalog(url, _localCachePath, _contentSet);```
i think is all that is called
I see, RemoteContentCatalogBuildUtility.BuildContent builds only remote content. What goes into the local build?
anything you include in the local build
whatever scene you include in the build pipeline
whatever subscenes it references will be included in the build
whether its by EntitySceneReference or just SubScene script on a gameobject
What happens to content that is used in both local build and remote build?
it will check if it has the most recent locally, if not it'll download a replacement
And how do I download content as needed?
^
RuntimeContentSystem.LoadContentCatalog(url, _localCachePath, _contentSet);
is basically you telling it to download a set
How does _contentSet work?
can't remember, i didn't set this up originally
and i haven't touched it in a long time
ok, thanks
do you understand what this _contentSet means?
Unfortunately, no.