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Adding content management sample. (#304)
* initial commit adding project * fixing links in readme file * fixing broken links * adding fixes and instructions * improving Readme file * adding getting started readme file * adding fixes to url path * adding exclusive path for Mac and Windows Platform * Updating unity version * Adding the sample in the main menu * Clarify Content Management 101 project description Reword description for Content Management 101 sample project.
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Dots101/ContentManagement101/Assets/1. WeakObjectLoading.meta

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using Unity.Entities;
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using Unity.Entities.Content;
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namespace ContentManagement.Sample
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{
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[UpdateBefore(typeof(WeakSceneLoadingSystem))]
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[UpdateBefore(typeof(WeakObjectLoadingSystem))]
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public partial struct LoadingLocalCatalogSystem : ISystem
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{
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private bool initialized;
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<LocalContent>();
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}
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public void OnUpdate(ref SystemState state)
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{
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if (!initialized)
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{
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initialized = true;
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UnityEngine.Debug.Log($"<color=green>Loading Content Delivery From local source</color>");
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// When scriptable define ENABLE_CONTENT_DELIVERY is set,
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// we must initialize the content catalog before loading assets.
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// We pass nulls in this case because the WeakObject sample doesn't use any remote catalog,
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// instead RuntimeContentSystem will automatically use the content from StreamingAssets folder packed in the
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// Binary build. (e.g. ContentManagementSample_Data/StreamingAssets/ for windows Standalone)
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RuntimeContentSystem.LoadContentCatalog(null, null, null, true);
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state.EntityManager.CreateEntity(typeof(ContentIsReady));
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}
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}
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}
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}

Dots101/ContentManagement101/Assets/1. WeakObjectLoading/LoadingLocalCatalogSystem.cs.meta

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Dots101/ContentManagement101/Assets/1. WeakObjectLoading/Subscenes.meta

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Dots101/ContentManagement101/Assets/1. WeakObjectLoading/Subscenes/WeakObjectLoadingSubscene.unity.meta

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