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[#82] Rename assets/asset_dependencies tables to reflect AssetBundle/PreloadData origin (#84)
* [#82] Rename assets/preload_dependencies tables to reflect their origin
Rename the vaguely-named assets and asset_dependencies tables (and their
views) so it is clear they are populated from the AssetBundle and PreloadData
objects and are mostly empty for Player/ContentDirectory builds:
assets -> assetbundle_assets
asset_view -> assetbundle_asset_view
asset_dependencies -> preload_dependencies
asset_dependencies_view -> preload_dependencies_view
Bumps the schema user_version 1 -> 2 and raises find-refs'
RequiredSchemaVersion to match, since the renamed tables it queries make
older databases unreadable.
Copy file name to clipboardExpand all lines: Documentation/analyze-examples.md
+2-2Lines changed: 2 additions & 2 deletions
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@@ -245,9 +245,9 @@ This is a large subject, see [Comparing Builds](comparing-builds.md).
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UnityDataTool works on the output of a Unity build, which, by its very nature, only contains the crucial data needed to efficiently load built content in the Player. It does not include complete information about the assets and scenes in the project that was used to create that build. You may want to match content back to the original source asset or scene. For example if the size of an AssetBundle has unexpectedly changed between builds then you may want to track down which source assets could be responsible for that change. Or you may want to confirm that some particular image has been included in the build.
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For AssetBundles partial asset information can be found in the m_Containers list, inside the AssetBundle object. This records assets that were explicitly added to AssetBundles. In the database this can be found in the `assets` table. However, assets that are included in the build implicitly (because they are referenced from the explicitly added assets) will not be recorded anywhere in the AssetBundle content.
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For AssetBundles partial asset information can be found in the m_Containers list, inside the AssetBundle object. This records assets that were explicitly added to AssetBundles. In the database this can be found in the `assetbundle_assets` table. However, assets that are included in the build implicitly (because they are referenced from the explicitly added assets) will not be recorded anywhere in the AssetBundle content.
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Similarly for a player build the only paths populated in the `assets` table are the scenes from the Build Profile Scene List. The paths of the assets in the sharedAsset files is not recorded anywhere in the build output.
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For a player build the `assetbundle_assets` table is empty (player builds don’t contain an AssetBundle object), and the paths of assets in the sharedassets files are not recorded anywhere in the build output.
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In many cases the source asset can be inferred based on your specific knowledge of your project, and how the build was configured. For example the level files in a Player build match the Scenes in the Build Profile Scene list. And the content of AssetBundles is driven from the assignment of specific assets to those AssetBundles (or Addressable groups), along with assets they depend on.
m_GetRefsCommand.CommandText=@"SELECT object, property_path, EXISTS (SELECT * FROM assets a WHERE a.object = r.object) FROM refs_view r WHERE referenced_object = @id";
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m_GetRefsCommand.CommandText=@"SELECT object, property_path, EXISTS (SELECT * FROM assetbundle_assets a WHERE a.object = r.object) FROM refs_view r WHERE referenced_object = @id";
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