├── .gitignore ├── ECS_ContentManagementSample ├── Assembly-CSharp-Editor.csproj ├── Assembly-CSharp.csproj ├── Assets │ ├── Editor.meta │ ├── Editor │ │ ├── BuildContent.cs │ │ └── BuildContent.cs.meta │ ├── EntityScene.meta │ ├── EntityScene │ │ ├── Material.meta │ │ ├── Material │ │ │ ├── SampleMaterial.mat │ │ │ └── SampleMaterial.mat.meta │ │ ├── RotationCapsule.prefab │ │ ├── RotationCapsule.prefab.meta │ │ ├── RotationCapsuleScene.unity │ │ ├── RotationCapsuleScene.unity.meta │ │ ├── RotationCube.prefab │ │ ├── RotationCube.prefab.meta │ │ ├── RotationCylinderScene.unity │ │ └── RotationCylinderScene.unity.meta │ ├── Resources.meta │ ├── Resources │ │ ├── EntityPrefabList.asset │ │ └── EntityPrefabList.asset.meta │ ├── SceneDependencyCache.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleScene.unity │ │ └── SampleScene.unity.meta │ ├── Script.meta │ ├── Script │ │ ├── EntityPrefabList.cs │ │ ├── EntityPrefabList.cs.meta │ │ ├── EntityPrefabLoader.cs │ │ ├── EntityPrefabLoader.cs.meta │ │ ├── EntitySceneLoader.cs │ │ ├── EntitySceneLoader.cs.meta │ │ ├── RotationObjectAuthoring.cs │ │ ├── RotationObjectAuthoring.cs.meta │ │ ├── RotationObjectSystem.cs │ │ ├── RotationObjectSystem.cs.meta │ │ ├── UI.cs │ │ └── UI.cs.meta │ ├── URP.meta │ └── URP │ │ ├── URP.asset │ │ ├── URP.asset.meta │ │ ├── URP_Renderer.asset │ │ ├── URP_Renderer.asset.meta │ │ ├── UniversalRenderPipelineGlobalSettings.asset │ │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── ECS_ContentManagementSample.sln ├── Packages │ ├── manifest.json │ └── packages-lock.json └── ProjectSettings │ ├── AudioManager.asset │ ├── BurstAotSettings_StandaloneWindows.json │ ├── ClusterInputManager.asset │ ├── CommonBurstAotSettings.json │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── EntitiesClientSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── MemorySettings.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── SceneTemplateSettings.json │ ├── ShaderGraphSettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── URPProjectSettings.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ ├── VersionControlSettings.asset │ └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | ECS_ContentManagementSample/.vscode/ 2 | ECS_ContentManagementSample/Build/ 3 | ECS_ContentManagementSample/Library/ 4 | ECS_ContentManagementSample/Logs/ 5 | ECS_ContentManagementSample/Temp/ 6 | ECS_ContentManagementSample/UserSettings/ 7 | ECS_ContentManagementSample/Assets/SceneDependencyCache/ -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c632ce9bd7863b4ebae5a930fef6c11 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Editor/BuildContent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.IO; 5 | using Unity.Entities.Build; 6 | using Unity.Entities.Content; 7 | using Unity.Scenes.Editor; 8 | using UnityEditor; 9 | using UnityEngine; 10 | 11 | public class BuildContent : MonoBehaviour 12 | { 13 | 14 | [MenuItem("Tools/Build Content")] 15 | static void CreateContentUpdate() 16 | { 17 | var buildTarget = EditorUserBuildSettings.activeBuildTarget; 18 | var tmpBuildFolder = Path.Combine(Path.GetDirectoryName(Application.dataPath), $"Build/RemoteContentCache/{buildTarget}"); 19 | var publishFolder = Path.Combine(Path.GetDirectoryName(Application.dataPath), $"Build/RemoteContent/{buildTarget}"); 20 | Build(buildTarget, tmpBuildFolder, publishFolder); 21 | } 22 | 23 | private static void Build(BuildTarget buildTarget, string tmpBuildFolder, string publishFolder) 24 | { 25 | var instance = DotsGlobalSettings.Instance; 26 | var playerGuid = instance.GetPlayerType() == DotsGlobalSettings.PlayerType.Client ? instance.GetClientGUID() : instance.GetServerGUID(); 27 | if (!playerGuid.IsValid) 28 | throw new Exception("Invalid Player GUID"); 29 | 30 | var remoteList = EntityPrefabList.GetFromReources(); 31 | remoteList.CollectGUID(); 32 | 33 | var guids = new HashSet(); 34 | var entityScene = remoteList.EntityScenes; 35 | foreach (var remoteAsset in entityScene) 36 | { 37 | guids.Add(remoteAsset.GUID); 38 | } 39 | var entityPrefabs = remoteList.EntityPrefabs; 40 | foreach (var remoteAsset in entityPrefabs) 41 | { 42 | guids.Add(remoteAsset.GUID); 43 | } 44 | 45 | RemoteContentCatalogBuildUtility.BuildContent(guids, playerGuid, buildTarget, tmpBuildFolder); 46 | RemoteContentCatalogBuildUtility.PublishContent(tmpBuildFolder, publishFolder, f => { 47 | return new string[] { "all" }; 48 | }); 49 | 50 | Debug.Log("Content Build Saved at " + publishFolder); 51 | } 52 | 53 | } 54 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Editor/BuildContent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 424f3f68b3214014394d033f4f7f7740 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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-------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 145c494b07a93434b842f26f09e58131 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/EntityPrefabList.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class EntityPrefabList : ScriptableObject 6 | { 7 | #if UNITY_EDITOR 8 | public List EditorScenes; 9 | public List EditorEntityPrefab; 10 | #endif 11 | 12 | [System.Serializable] 13 | public class PrefabGUID{ 14 | public string Name; 15 | public Unity.Entities.Hash128 GUID; 16 | } 17 | 18 | 19 | public List EntityScenes = new List(); 20 | public List EntityPrefabs = new List(); 21 | 22 | public Unity.Entities.Hash128 GetGUIDBySceneName(string name){ 23 | foreach (var prefab in EntityScenes) 24 | { 25 | if (prefab.Name == name) 26 | { 27 | return prefab.GUID; 28 | } 29 | } 30 | return new Unity.Entities.Hash128(); 31 | } 32 | 33 | public Unity.Entities.Hash128 GetGUIDByPrefabName(string name){ 34 | foreach (var prefab in EntityPrefabs) 35 | { 36 | if (prefab.Name == name) 37 | { 38 | return prefab.GUID; 39 | } 40 | } 41 | return new Unity.Entities.Hash128(); 42 | } 43 | 44 | #if UNITY_EDITOR 45 | public void CollectGUID(){ 46 | EntityScenes.Clear(); 47 | foreach (var scene in EditorScenes) 48 | { 49 | var guid = UnityEditor.AssetDatabase.GUIDFromAssetPath(UnityEditor.AssetDatabase.GetAssetPath(scene)); 50 | EntityScenes.Add(new PrefabGUID{Name = scene.name, GUID = guid}); 51 | } 52 | EntityPrefabs.Clear(); 53 | foreach (var prefab in EditorEntityPrefab) 54 | { 55 | var guid = UnityEditor.AssetDatabase.GUIDFromAssetPath(UnityEditor.AssetDatabase.GetAssetPath(prefab)); 56 | EntityPrefabs.Add(new PrefabGUID{Name = prefab.name, GUID = guid}); 57 | } 58 | UnityEditor.EditorUtility.SetDirty(this); 59 | } 60 | #endif 61 | 62 | //Update it by addressable! using Resources.Load here is just for sample 63 | public static EntityPrefabList GetFromReources(){ 64 | return Resources.Load("EntityPrefabList"); 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/EntityPrefabList.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ce748c28ab3d2d4a84804358d1ae141 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/EntityPrefabLoader.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Threading.Tasks; 4 | using Unity.Entities; 5 | using Unity.Scenes; 6 | using UnityEngine; 7 | 8 | public class EntityPrefabLoader : MonoBehaviour 9 | { 10 | public string PrefabName; 11 | 12 | public async Task Load(){ 13 | var epl = EntityPrefabList.GetFromReources(); 14 | var guid = epl.GetGUIDByPrefabName(PrefabName); 15 | 16 | var sceneEntity = SceneSystem.LoadSceneAsync(World.DefaultGameObjectInjectionWorld.Unmanaged, guid, new SceneSystem.LoadParameters(){ 17 | AutoLoad = true 18 | }); 19 | 20 | SceneSystem.SceneStreamingState sceneStreamingState = SceneSystem.SceneStreamingState.Unloaded; 21 | while (sceneStreamingState == SceneSystem.SceneStreamingState.Loading || sceneStreamingState == SceneSystem.SceneStreamingState.Unloaded){ 22 | await Task.Yield(); 23 | sceneStreamingState = SceneSystem.GetSceneStreamingState(World.DefaultGameObjectInjectionWorld.Unmanaged, sceneEntity); 24 | } 25 | 26 | var prefabRoot = World.DefaultGameObjectInjectionWorld.EntityManager.GetComponentData(sceneEntity); 27 | return prefabRoot.Root; 28 | } 29 | 30 | } 31 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/EntityPrefabLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 309ec45cf03f0d545a3946360999ca0d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/EntitySceneLoader.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Threading.Tasks; 4 | using Unity.Entities; 5 | using Unity.Scenes; 6 | using UnityEngine; 7 | 8 | public class EntitySceneLoader : MonoBehaviour 9 | { 10 | public string SceneName; 11 | 12 | public async Task Load(){ 13 | var epl = EntityPrefabList.GetFromReources(); 14 | var guid = epl.GetGUIDBySceneName(SceneName); 15 | 16 | var sceneEntity = SceneSystem.LoadSceneAsync(World.DefaultGameObjectInjectionWorld.Unmanaged, guid, new SceneSystem.LoadParameters(){ 17 | AutoLoad = true 18 | }); 19 | 20 | SceneSystem.SceneStreamingState sceneStreamingState = SceneSystem.SceneStreamingState.Unloaded; 21 | while (sceneStreamingState == SceneSystem.SceneStreamingState.Loading || sceneStreamingState == SceneSystem.SceneStreamingState.Unloaded){ 22 | await Task.Yield(); 23 | sceneStreamingState = SceneSystem.GetSceneStreamingState(World.DefaultGameObjectInjectionWorld.Unmanaged, sceneEntity); 24 | } 25 | } 26 | 27 | } 28 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/EntitySceneLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 276383dc825b4814fa3843ee35cf6ea5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/RotationObjectAuthoring.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using UnityEngine; 5 | 6 | public class RotationObjectAuthoring : MonoBehaviour 7 | { 8 | public float RotationSpeed; 9 | 10 | class Baker : Baker 11 | { 12 | public override void Bake(RotationObjectAuthoring authoring) 13 | { 14 | Debug.Log("Baking RotationObject"); 15 | var entity = GetEntity(TransformUsageFlags.Dynamic); 16 | AddComponent(entity, new RotationObject 17 | { 18 | RotationSpeed = authoring.RotationSpeed 19 | }); 20 | } 21 | } 22 | } 23 | 24 | 25 | public struct RotationObject : IComponentData{ 26 | public float RotationSpeed; 27 | } -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/RotationObjectAuthoring.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 92f9392ea0e69034cae33b01bb50c30e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/RotationObjectSystem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using Unity.Transforms; 5 | using UnityEngine; 6 | 7 | public partial struct RotationObjectSystem : ISystem 8 | { 9 | public void OnCreate(ref SystemState state) 10 | { 11 | state.RequireForUpdate(); 12 | } 13 | 14 | public void OnUpdate(ref SystemState state) 15 | { 16 | float deltaTime = SystemAPI.Time.DeltaTime; 17 | foreach (var (transform, speed) in SystemAPI.Query, RefRO>()) 18 | { 19 | transform.ValueRW = transform.ValueRO.RotateY(speed.ValueRO.RotationSpeed * deltaTime); 20 | } 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/RotationObjectSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d498fa5eaa478b45b0aeaf5acb6c6ee 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/UI.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.IO; 5 | using System.Threading.Tasks; 6 | using Unity.Entities; 7 | using Unity.Entities.Content; 8 | using UnityEngine; 9 | 10 | public class UI : MonoBehaviour 11 | { 12 | public UnityEngine.UI.Text LogText; 13 | 14 | public void Log(string text){ 15 | LogText.text = $"{LogText.text}\n\n{text}"; 16 | } 17 | 18 | public string Url; 19 | 20 | public async Task Init(string initSet){ 21 | if (string.IsNullOrEmpty(initSet)) 22 | Log($"Init with Empty init set"); 23 | else 24 | Log($"Init with {initSet}"); 25 | 26 | ContentDeliveryGlobalState.LogFunc = Log; 27 | RuntimeContentManager.LogFunc = Log; 28 | RuntimeContentSystem.LoadContentCatalog(Url, Application.persistentDataPath + "/content-cache", initSet); 29 | while (ContentDeliveryGlobalState.CurrentContentUpdateState<=ContentDeliveryGlobalState.ContentUpdateState.ContentReady){ 30 | await Task.Yield(); 31 | } 32 | if (string.IsNullOrEmpty(initSet)) 33 | Log($"Init with Empty init set, Done!"); 34 | else 35 | Log($"Init with {initSet}, Done!"); 36 | 37 | } 38 | 39 | //Called by button 40 | public async void InitAll(){ 41 | await Init("all"); 42 | } 43 | 44 | //Called by button 45 | public async void InitEmpty(){ 46 | await Init(""); 47 | } 48 | 49 | //Called by button 50 | public void Delete(){ 51 | Directory.Delete(Application.persistentDataPath + "/content-cache", true); 52 | Log($"Deleted Content Cache at {Application.persistentDataPath + "/content-cache"}"); 53 | } 54 | 55 | 56 | public EntityPrefabLoader CubePrefabLoader; 57 | //Called by button 58 | public async void LoadCubePrefab(){ 59 | Log("Loading Cube Prefab..."); 60 | var entityPrefab = await CubePrefabLoader.Load(); 61 | World.DefaultGameObjectInjectionWorld.EntityManager.Instantiate(entityPrefab); 62 | Log("Instantiate Cube Prefab Done!"); 63 | } 64 | 65 | public EntityPrefabLoader CapsulePrefabLoader; 66 | //Called by button 67 | public async void LoadCapsulePrefab(){ 68 | Log("Loading Capsule Prefab..."); 69 | var entityPrefab = await CapsulePrefabLoader.Load(); 70 | World.DefaultGameObjectInjectionWorld.EntityManager.Instantiate(entityPrefab); 71 | Log("Instantiate Capsule Prefab Done!"); 72 | } 73 | 74 | public EntitySceneLoader CylinderSceneLoader; 75 | //Called by button 76 | public async void LoadCylinderScene(){ 77 | Log("Loading Cylinder Scene..."); 78 | await CylinderSceneLoader.Load(); 79 | Log("Load Cylinder Scene Done!"); 80 | } 81 | 82 | public EntitySceneLoader CapsuleSceneLoader; 83 | //Called by button 84 | public async void LoadCapsuleScene(){ 85 | Log("Loading Capsule Scene..."); 86 | await CapsuleSceneLoader.Load(); 87 | Log("Load Capsule Scene Done!"); 88 | } 89 | } 90 | 91 | 92 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/Assets/Script/UI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 500c2aef7c251344c9c45614724440bc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ECS_ContentManagementSample/ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity ECS Content Management Sample 2 | 3 | In this sample, you can download all content and load any Entity Prefab or Entity Scene. 4 | 5 | ECS Content Management System manual: 6 | https://docs.unity3d.com/Packages/com.unity.entities@1.0/manual/content-management-delivery.html 7 | 8 | ## Quick Started 9 | 1. Import project with Unity 2022.3 or up 10 | 2. Build remote content to delivery: **Tools > Build Content** 11 | 3. Copy the remote content to your favourite HTTP server, for example, nginx 12 | 4. Open **SampleScene.scene**, find the GameObject **UIManager**, change the url to your download server 13 | 5. Build the application to test. It works in the editor. However it is better to test in the production build, Unity do a lot of tricks that only works in editor. 14 | 15 | ## Sample Functions 16 | ![image](https://github.com/threeplus/ECS_ContentManagementSample/assets/5707039/6e04f3be-b8bc-4b26-9437-3fd76b4d33ba) 17 | 18 | Your will see the above screen in the sample. 19 | Here is the detail: 20 | 1. **Init with all** 21 | 22 | Initialize and download all contents from the server. And you can load them using the button on the right. 23 | 2. **Init empty** 24 | 25 | Bugged or ambiguous behaviour, will by explained below. 26 | 27 | 3. **Delete content cache** 28 | 29 | Delete all content cache 30 | 31 | 4. **Load Cube Prefab** , **Load Capsule Prefab**, **Load Cylinder Scene**, **Load Capsule Scene** 32 | 33 | Load entity prefabs or scenes. Do it after init. 34 | 35 | ## Ambiguous Behaviour 36 | When initializing the content system, RuntimeContentSystem.LoadContentCatalog is called with a **initialContentSet**. With the **initialContentSet**, contents of the ContentSet is downloaded when the content system is initializing. I cannot find other method to download contents after initialization, unless we do some hack to the internal system. Everything works fine, when we use **all** as the initialContentSet. That means downloading **all** assets when the system is initializing. 37 | However, in a proper use case of a content distribution system, like Addressable and Asset Bundles, we are not going to download all assets at the beginning. Instead, we want to download the assets on demand, when it is needed only. We can do that in Addressable and Asset Bundles. 38 | 39 | In Content Management System, we can do it with a broken way. We have to restart the application for 3 or more times. Keep rebooting the application, initialize content system with empty content set, and load the desired prefab or scene, reboot again if the asset is not loaded. 40 | 41 | Here is the detail explained: 42 | 1. Launch the application, and initialize content system with empty content set. Content catalog is downloaded. Load the desired prefab or scene, it is downloaded. But the system cannot actually load the asset and stucked. 43 | 2. Reboot the application, and initialize content system with empty content set. Some dependency is downloaded. Load the desired prefab or scene again, its dependencies is downloaded, but the system is still stucked and failed to load. 44 | 3. Reboot the application, and initialize content system with empty content set. Load the desired prefab or scene again, if all dependencies is downloaded, it can be loaded successfully. If not, go to Step 2, to download any dependencies of dependencies. 45 | --------------------------------------------------------------------------------