This document is about: QUANTUM 3
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This page has been upgraded to Quantum 3.0.

Assets in Unity


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Overview

Quantum generates a second part for your asset that is a partial class. This part inherits from the AssetObject ScriptableObject.

editing a data asset
Editing properties of a data asset from Unity.
The Quantum SDK will generate deterministic and unique GUIDs for each asset.

AssetGuids of all the available assets have to be known to the simulation when it starts.

The process for this to happen is:

  • In the Editor:

    1. All AssetObject assets collected from the locations defined in QuantumEditorSettings.AssetSearchPaths (by default, the Assets folder and all child folders).
    2. Each AssetObject has a generated entry containing the AssetGuid and the information needed to load the AssetObject at runtime.
    3. Entries are saved into the QuantumUnityDB asset at defined in the QuantumUnityDB.DefaultPath (by default Assets/QuantumUser/Resources/QuantumUnityDB.qunitydb).
  • At runtime:

    1. The list of asset entries from QuantumUnityDB is used to initialize the simulation's IResourceManager along with the information needed to load each asset dynamically.

To browse the list of Asset Objects currently part of the database, use the AssetDB Inspector window accessible via Quantum/Window/Quantum Unity DB.

Finding Quantum Assets in Unity scripts

Use the QuantumUnityDB class in order to find assets in the Unity side. Here is a complete snippet of a Quantum asset declaration, and how to access it's fields on Unity:

Anywhere in QuantumUser:

C#

// in a .cs file:
public class CharacterData : AssetObject {
    public FP MaximumHealth;
}

In the Unity side:

C#

var characterData = QuantumUnityDB.GetGlobalAsset<CharacterDataAsset>(myAssetRef.Id);
FP maximumHealth = characterData.MaximumHealth;

Finding Assets In the Inspector

It's important to note that when attempting to load a Quantum asset from an editor script, GetGlobalAssetEditorInstance should be used instead. Usage:

C#

public override void OnInspectorGUI()
{
    base.OnInspectorGUI();
        
    var characterData = QuantumUnityDB.GetGlobalAssetEditorInstance<CharacterData>(myAssetRef.Id);
    FP maximumHealth = characterData.MaximumHealth;

    // do something

    EditorUtility.SetDirty(characterData);
}

Overwriting AssetGuids

In some cases, it might be necessary to overwrite the AssetGuid of an asset. This can be done by navigating to your asset object, clicking the dropdown named Quantum Unity DB and then enabling Guid Override. You will be provided a field to enter your custom AssetGuid.

These overrides are saved in QuantumEditorSettings.

assetguid override

Resources and Addressables

Quantum never forms hard-references to AssetObject assets. This enables the use of any dynamic content delivery. The following methods of loading assets are supported out of the box:

  • Resources
  • Addressables (needs to be explicitly enabled)
enabling addressables

There are not any extra steps needed for AssetObject to be loadable dynamically using any of the methods above. The details on how to load each asset are stored in QuantumUnityDB. This information is accessed when a simulation calls Frame.FindAsset or when QuantumUnityDB.GetGlobalAsset is called and leads to an appropriate method of loading being used.

  • If an asset is in a Resource folder, it will be loaded using the Resources API.
  • If an asset has an address (explicit or implicit), it will be loaded using the Addressables API.

To make the list of the assets (QuantumUnityDB) dynamic itself some extra code is needed; pleasr refer to the Updating Quantum Assets At Runtime section for more information.

User scripts can avoid hard references by using AssetRef<T>. (e.g. AssetRef<SimulationConfig>) instead of AssetObject references (e.g. SimulationConfig) to reference Quantum assets.

C#

public class TestScript : MonoBehaviour {
  // hard reference
  public SimulationConfig HardRef;
  // soft reference
  public AssetRef<SimulationConfig> SoftRef;

  void Start() {
    // depending on the target asset's settings, this call may result in
    // any of the supported loading methods being used
    SimulationConfig config = UnityDB.GetGlobalAsset<SimulationConfig>(SoftRef);
  }
}

Drag-And-Dropping Assets In Unity

Adding asset instances and searching them through the Frame class from inside simulation Systems can only go so far. At convenient solution arises from the ability to have asset instances point to database references and being able to drag-and-drop these references inside Unity Editor.

One common use is to extend the pre-build RuntimePlayer class to include an AssetRef to a particular CharacterSpec asset chosen by a player. The generated and type-safe asset_ref type is used for linking references between assets or other configuration objects.

C#

// this is added to the RuntimePlayer.User.cs file
namespace Quantum {
  partial class RuntimePlayer {
    public AssetRef<CharacterSpec> CharacterSpec;

    partial void SerializeUserData(BitStream stream) {
      stream.Serialize(ref CharacterSpec);
    }
  }
}

This snippet will generate an asset_ref which only accepts a link to an asset of type CharacterSpec. This field will show up in the Unity inspector and can be populated by drag-and-dropping an asset into the slot.

drag & drop asset
Asset ref properties are shown as type-safe slots for Quantum scriptable objects.

Map Asset Baking Pipeline

Another entry point for generating custom data in Quantum is the map baking pipeline.

The Map asset is required by a Quantum simulation and contains basic information such as NavMeshes and static colliders; additional custom data can be saved as part of the asset placed in its custom asset slot - this can be an instance of any custom data asset. The custom asset can be used to store any static data meant to be used during initialization or at runtime. A typical example would be an array of spawn point data such as position, spawned type, etc.

In order for a Unity scene to be associated with a Map, the MapData MonoBehaviour component needs to be present on a GameObject in the scene. Once MapData.Asset points to a valid Map, the baking process can take place. By default, Quantum bakes navmeshes, static colliders and scene prototypes automatically as a scene is saved or when entering play mode; this behaviour can be changed in QuantumEditorSettings.

To assign a custom piece of code to be called every time the a bake happens, create a class inheriting from the abstract MapDataBakerCallback class.

C#

public abstract class MapDataBakerCallback {
  public abstract void OnBake(MapData data);
  public abstract void OnBeforeBake(MapData data);
  public virtual void OnBakeNavMesh(MapData data) { }
  public virtual void OnBeforeBakeNavMesh(MapData data) { }
}

Then override the mandatory OnBake(MapData data) and OnBakeBefore(MapData data) methods.

C#

[assembly: QuantumMapBakeAssembly]
public class MyCustomDataBaker: MapDataBakerCallback {
  public void OnBake(MapData data) {
    // any custom code to live-load data from scene to be baked into a custom asset
    // generated custom asset can then be assigned to data.Asset.Settings.UserAsset
  }
  public void OnBeforeBake(MapData data) {
  
  }
}
In Quantum 3.0+, the `[assembly: QuantumMapBakeAssembly]` attribute is required above your callback class.

Preloading Addressable Assets

Quantum needs assets to be loadable synchronously.

v3 or newer

WaitForCompletion was addded in Addressables 1.17 which added the ability to load assets synchronously. Although asynchronous loading is possible, there are situations in which preloading assets might still be preferable; the QuantumRunnerLocalDebug.cs script demonstrates how to achieve this.

Baking AssetBase Load Information

Every time the menu option Quantum > Generate Asset Resources is used or an asset in one of QuantumEditorSettings.AssetSearchPaths is imported, the AssetResourceContainer is recreated in full at the location specified by the QuantumEditorSettings.AssetResourcePath.

During the creation of the QuantumUnityDB, each AssetObject located in any QuantumEditorSettings.AssetSearchPaths is assigned to a group. By default, two groups exist:

  • ResourcesGroup;
  • AddressablesGroup.

The process of deciding which group an asset is assigned to is shown in the diagram below.

assetresourcecontainer generation
The flow of assigning an asset a group.

An asset is considered Addressable if:

  • it has an address assigned;
  • any of its parent folders is Addressable; or,
  • it is nested in another Addressable asset.

The same logic applies to deciding whether an asset is a part of an Asset Bundle.

To disable baking AssetObject when assets are imported, untick QuantumEditorSettings.UseAssetBasePostprocessor.

Updating Quantum Assets in Build

It is possible for an external CMS to provide data assets; this is particularly useful for providing balancing updates to an already released game without making create a new build to which players would have to update.

This approach allows balancing sheets containing information about data-driven aspects such as character specs, maps, NPC specs, etc... to be updated independently from the game build itself. In this case, game clients would always try to connect to the CMS service, check for whether there is an update and (if necessary) upgrade their game data to the most recent version before starting or joining online matches.

Updating Existing Assets

The use of Addressables is recommended as these are supported out of the box. Any AssetObject that is an Addressable will get loaded at runtime using the appropriate methods.

To avoid unpredictable lag spikes resulting from downloading assets during the game simulation, consider downloading and preloading your assets as discussed here: Preloading Addressable Assets.

Adding New Assets

The QuantumUnityDB generated in the editor will contain the list of all the assets present at its creation. If a project's dynamic content includes adding new Quantum assets during without creating a new build, a way to update the list needs to be implemented.

Adding New Assets With DynamicAssetDB

If new assets can be created in a deterministic way, the DynamicAssetDB can be used as discussed here: Dynamic Assets.

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