We are pleased to announce a new release of Content Management Sample!

Hello Everyone!

The DOTS Samples team is pleased to introduce the Content Management Sample, a new project demonstrating how to use the Entities package’s Content Management API to download, load, and unload Unity assets and subscenes at runtime.

This sample provides instructions on how to manage both local and remote content pipelines, as well as how to work with weak references for meshes, materials, and sub-scenes at runtime. It’s an ideal reference for developers looking to integrate dynamic content updates, reduce build size, or stream assets remotely.

You can find the project here:

GitHub Repository
https://github.com/Unity-Technologies/EntityComponentSystemSamples/blob/master/Dots101/ContentManagement101


Getting Started

  • See ProjectVersion.txt for the minimum supported Unity version.
    This project currently targets Unity 6.
  • Open the 1. WeakObjectLoading/WeakObjectLoading.scene file to begin exploring the project.
  • Navigate to File > Build Profiles, or press Ctrl + Shift + B / Cmd + Shift + B, to activate the [Platform] WeakObjectLoading or [Platform] WeakSceneLoading build profile.

Highlights

  • Demonstrates weak referencing with WeakObjectReference<T>, WeakSceneReference and UntypedWeakReferenceId.
  • Shows how to download, load, and unload assets and subscenes at runtime.
  • Includes local and remote content workflows, with fallbacks and caching.
  • Provides step-by-step guides for:
    • Loading meshes and materials dynamically.
    • Building and serving content catalogs for remote distribution.
    • Configuring scripting defines symbols for content delivery and diagnostics.
  • Covers how to toggle between low- and high-fidelity subscenes in the editor to simulate runtime streaming behavior.

Compatibility

The sample is compatible with the latest Entities and Content Management packages.
For full details, refer to the project’s README, which includes:

  • Running and Building Instructions
  • API Usage Examples
  • Content Catalog Build Process
  • Platform-Specific StreamingAssets Paths

Learn More

For documentation, see:
Content Management | Entities Manual

If you experience any issues or would like to share feedback with the development team, you can connect with us here in this thread / forum, the DOTS roadmap portal, or over on the DOTS section of Unity’s Official Discord.

Enjoy exploring runtime content delivery with Entities!

19 Likes

Does this have potential use for mod support?

3 Likes

This is the equivalent of an addressable or asset bundle, but it’s intended for entities rather than GameObjects.

1 Like

So why isn’t it called ECSAddressable? Maybe is planned to replace Addressables when ESC for all will be released?