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library [2021/03/08 22:36]
73.95.178.156
library [2021/03/09 00:14]
73.95.178.156 [Artifact Paths]
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 ===== Library/metadata ===== ===== Library/metadata =====
-//(AssetDatabase v1. See Library/Artifacts for AssetDatabase v2.)//+//(AssetDatabase v1. See [[#libraryartifacts|Library/Artifacts]] for AssetDatabase v2.)//
  
 Contains the serialized, imported data keyed by an asset's GUID. ''binary2text.exe'' can be used to dump and view the cached imported data.((https://forum.unity.com/threads/textual-scene-file-format.361527/#post-2346984))  Contains the serialized, imported data keyed by an asset's GUID. ''binary2text.exe'' can be used to dump and view the cached imported data.((https://forum.unity.com/threads/textual-scene-file-format.361527/#post-2346984)) 
  
 ===== Library/Artifacts ===== ===== Library/Artifacts =====
-//(AssetDatabase v2. See Library/Artifacts for AssetDatabase v1.)//+//(AssetDatabase v2. See [[#librarymetadata|Library/metadata]] for AssetDatabase v1.)//
  
-The new AssetDatabase V2 focuses on determinism. During import, the asset importer is run, which produces some number of Unity serializable assets.+During import of an asset, the asset importer is run, which produces some number of Unity serializable assets.
  
 The Library/Artifacts folder stores these post-import generated files for every asset, keyed by the hash of the generated asset.((Note that this is not keyed by the GUID of the asset, as it was in the last asset database.)) These generated assets are also called ''producedFiles'' in Unity internal. The Library/Artifacts folder stores these post-import generated files for every asset, keyed by the hash of the generated asset.((Note that this is not keyed by the GUID of the asset, as it was in the last asset database.)) These generated assets are also called ''producedFiles'' in Unity internal.
  
-You can look up a disk Asset's post-import representation by:+You can look up a disk Asset's post-import representation by ((Note: This only seems to work on 2020.2.1f1. On 2021.2.0a6.1011, the editor doesn't log the hash, or not always?))
   - Opening the Unity ''Editor.log''   - Opening the Unity ''Editor.log''
   - Right-click on the asset, 'Reimport'   - Right-click on the asset, 'Reimport'
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   - The key for that recently imported asset will be at the printed hash.   - The key for that recently imported asset will be at the printed hash.
  
-''binary2text.exe'' can be used to dump and view the cached imported data.((https://forum.unity.com/threads/textual-scene-file-format.361527/#post-2346984)) +{{:sublime_text_fuzkaob1kb.png}} 
 + 
 +''binary2text.exe'' can be used to dump and view the post-import asset data in this folder.((https://forum.unity.com/threads/textual-scene-file-format.361527/#post-2346984))  
 + 
 +===== Artifact Paths ===== 
 + 
 +You can query the path of an artifact using ''AssetDatabaseExperimental''((2020.2)). An artifact may have an ArtifactPath that looks like: ''VirtualArtifacts/Primary/f1a775a1988b4d6418f6ccb2522b70a3'', rather than having a disk path. I can only assume that these "VirtualArtifacts" are stored somewhere in memory, for efficiency, rather than stored on disk. 
    
    
library.txt · Last modified: 2023/02/23 15:03 by 140.213.24.12