Systems
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  • πŸ•ΉοΈSystems Intro
    • Game Controls
    • User Interface
    • Item Sprite Generation
  • πŸ“¦Asset Data
    • How Asset Data works
    • Using Asset Data
    • Creating an Asset Database
    • Known Issues
  • πŸ“‘Traits
    • Containers & Items
    • Roles
  • πŸ”«Gamemodes
    • Adding objectives
    • Adding game modes
  • πŸŽ₯Roles
    • Adding a new role
    • Adding a new permission
  • πŸ–οΈInteractions
    • Interactions Guide
  • 🧰Containers
    • Using containers in game
    • Setting up a container
      • Fields description
      • Networking a container
      • Custom storage conditions
    • FAQ
  • πŸ‘œInventories
    • Developer Guide
  • πŸ—ΊοΈTilemaps
    • Creating Maps
    • Adding new items & objects
      • Adjacency Connections
    • Technical Implementation
    • Refactor notes
    • Interface
  • πŸ’Entities
    • 🩲Character Customization
  • πŸ›‹οΈLobby
  • πŸ› οΈCrafting
  • πŸ’¬Chat
    • Channels
      • Department specific channels
      • Distance based channels
  • πŸ“£Audios
  • πŸ”ŽExamine
    • How it works
    • Setting up a game object to be examinable
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Asset Data

The asset management system.

What is Asset Data?

Asset data is the nickname of a collection of scripts that for a system initially introduced by Seteron, it beingb v a way to get assets in a more practical manner than using Resources.Load("AssetName").

With Asset data, however we use static classes with the corresponding to the asset name, so finding an asset is a manner of knowing the asset name in order to load it.

Comparison:

In this example, the asset has to be named BikeHorn and searched by string in order to be found, and has to be placed into an Editor folder. This prevents it from working at runtime. So we won't be able to do this ingame.

GameObject bikeHornPrefab = Resources.Load("BikeHorn");

Using the asset data system, autogenerated classes provide easy access to the content of those databases.

GameObject bikeHornPrefab = Items.BikeHorn

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Last updated 1 year ago

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