#Remote content management

1 messages · Page 1 of 1 (latest)

woven kernel
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I have a custom content build script, and everything seems to be built and loaded well, but for some reason the content loading is distributed to all subscenes, and I need to select all the scenes where there are subscenes and build content for them, but I don’t need this, how do I choose for content one specific scene?

latent latch
woven kernel
# latent latch dependeing whether it's build or content archive you get to choose it: for build...

I can select a specific scene with a subscene for a content archive, but when loading via ContentDeliveryGlobalState.Initialize(remoteUrlRootAssets, Application.persistentDataPath + "/content-cache", initialContentSet) the data for this scene is pulled up, but for another scene with a subscene it does not exist for it , which is why the second scene cannot load.
The question is rather how can I force one scene to load from streaming assets, and another from archive content?

latent latch
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easiest way I found to manage it

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is to make only one main subscene

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which will contain databases for all other subscenes (entity prefabs)

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so this subscene will practically implicitly include all other subscenes that it references

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such nested references only work for EntitySceneReference and EntityPrefabReference structs inside IComponentData or IBufferElementData

woven kernel
# latent latch You need to load all content together

It doesn’t look very convenient, it would be better if it were possible to choose where this or that scene should be loaded from, but it turns out that the content includes unnecessary scenes that should be loaded by default

latent latch
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just bake some singleton component in this main subscene that says whether content is locally there or supposed to be loaded from remote

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and then runtime logic can just act accordingly

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just to clarify: all remote loading is about - is just copying content archives into folder that Unity can access and load into RAM when you actually get to load things in runtime.

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It's not actually loading anything into RAM yet when you download remote content

woven kernel
latent latch
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what else is it supposed to do?

woven kernel
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hmm I thought the archive content is just a storage of binary objects in the form of hashes, and with some changing objects it is clear that replacement should occur, but if some new objects are added, then the files should be supplemented, but it turns out that the content is simply replaced with a completely new one

latent latch
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not sure if that's the way it works tbh

woven kernel
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and it’s not very clear why the initialcontentset is needed, I thought it was somehow connected with the selection of what will end up in a specific download directory, and the rest will be loaded by default from the cache or streaming assets

woven kernel
latent latch
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it's build itself that works by including all subscenes that were included in all scenes that were included in build

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but that's not necessary

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with latest version when they added special interface where you can specify subscenes to include into build manually

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via code