ChunkInfo Class

public class ChunkInfo

A class for storing information about an Asset Chunk, which is passed to Asset Creators in order to create the Asset Chunks.

Fields

Name Type Default Value Description
LOD int

The LOD of the Asset Chunk.

chunkName string

The name of the asset chunk to create.

chunkNumber int

The index of the chunk in reference to the World Cell it belongs to. Will always be 1 if the World Cell is not using multi-chunking.

chunkPosition

The position of the chunk at the time of creation.

You can decide whether to use this value or not. Generally speaking, it does not hurt to use the value. To convert the value to a Vector3, do: Vector3 pos = (Vector3)chunkPosition; Vector3Double

isTestChunk

Whether the chunk is a test chunk. The World Designer Tool periodically creates test chunks to ensure the Asset Creator has been configured correctly to work with whatever Chunk Streamer/Asset Manager is set to be used with the chunks.

If the chunk is a test chunk and you are creating multiple different kinds of assets for your chunk, it is generally a good idea to only create assets for the test chunk that can be detected and used by the Asset Manager that will handle the chunk. If you do not follow this rule, the Asset Manager will not be able to remove the secondary assets which will result in assets being "left behind" in your project.

For instance, when using the Default Asset Creator and creating both scenes and prefabs, you need to define which type of asset is the primary asset. When creating a test asset chunk, the Creator will only create the primary asset. bool

Constructors

ChunkInfo(string, int, int, Vector3, [bool])

public ChunkInfo(string chunkName, int chunkNumber, int LOD, Vector3Double chunkPosition, bool isTestChunk = false)

Creates a new instance of the ChunkInfo struct.

Parameters

Name Type Description
chunkName string

The name of the asset chunk to create.

chunkNumber int

The name of the asset chunk to create.

LOD int

The index of the chunk in reference to the World Cell it belongs to. Will always be 1 if the World Cell is not using multi-chunking.

chunkPosition Vector3Double

The position of the chunk at the time of creation.

You can decide whether to use this value or not. Generally speaking, it does not hurt to use the value. To convert the value to a Vector3, do: Vector3 pos = (Vector3)chunkPosition;

isTestChunk bool

Whether the chunk is a test chunk. The World Designer Tool periodically creates test chunks to ensure the Asset Creator has been configured correctly to work with whatever Chunk Streamer/Asset Manager is set to be used with the chunks.

If the chunk is a test chunk and you are creating multiple different kinds of assets for your chunk, it is generally a good idea to only create assets for the test chunk that can be detected and used by the Asset Manager that will handle the chunk. If you do not follow this rule, the Asset Manager will not be able to remove the secondary assets which will result in assets being "left behind" in your project.

For instance, when using the Default Asset Creator and creating both scenes and prefabs, you need to define which type of asset is the primary asset. When creating a test asset chunk, the Creator will only create the primary asset.