AssetData
system is divided in a few classes:Assets
This class
caches all the AssetDatabases
in the game, its where we retrieve the asset we want. We can use the getters to specify which asset from a database to retrieve it.
DatabaseAsset
A class
that contains a reference for the Name
and DatabaseName
of an asset, this is used to load them in a convenient way as the class is used when we generate the database code.
AssetDatabase
ScriptableObject
that loads all assets present on an AddressablesGroup
, adding them to a list of assets and generating a static class
with DatabaseAssets
related to those assets.
WorldObjectAssetReference
A class
used for world object assets, assets that can be placed in the world as a GameObject
, this has the purpose of creating a way to reference database assets via the inspector, without having to look for a prefab, it is also generated by the asset data system.
AssetDatabaseSettings
a ScriptableSettings
class that loads all the AssetDatabases
. Everything here is automated, you don't have to mess with. Its useful to see if all the databases are loaded, or to ignore code generation.
Whenever the code/asset generation is triggered, the system will scan for asset databases that are not loaded, load them in the list and then start the generation process.
The generation process simply iterates through each database and generate a static class of an DatabaseAsset
for each item in the database.
The system will also generate a bunch of WorldObjectAssetReferences
, this is done on all assets that can be cast to GameObjects, they can be used in the inspector to reference an database asset.