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Description
Been a while but one of the old issues that was bugging me again was seeing what Assets Stride actually has loaded at runtime so the below should help. You just need a reference to the games IContentManager/ContentManager.
reading available assets
easier method of seeing what Stride has loaded for a game at runtime
(Content as ContentManager).FileProvider.ListFiles("", "*", Stride.Core.IO.VirtualSearchOption.AllDirectories);
Root directory: Empty string for root directory
Search pattern: * for anything (Should follow regex logic)
VirtualSearchOption: Recursive(AllDirectories) or ignore folders(TopDirectoryOnly)
adding assets to the db
You will need a reference to the ContentManager
which should be the only one ever registered to a Stride game so casting should be safe if you have the IContentManager
reference instead.
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documentationImprovements or additions to documentationImprovements or additions to documentation