This sample loads and unloads assets at runtime using WeakObjectReference
.
The BindingRegistry tracks associations between GameObject component fields and corresponding entity component fields. By using the RegisterBinding
attribute, authoring components can be live updated in sync with changes to the corresponding entity components. (This effect is only visible in "mixed mode" of the inspector window.)
This sample loads entity prefabs and entity scenes at runtime using EntityPrefabReference
and EntitySceneReference
. At bake time, the references are assigned GUID's of the assets, and these GUID's are resolved at runtime.
This sample demonstrates how to use the RuntimeContentManager to load and release assets at runtime.
This is a series of samples that demonstrate the scene management API's.