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Assets

ContentManager initializes and owns Addressables, remote Unity AssetBundles, scene resolution, and the network asset table. AssetReference<T> presents one async handle API for static, Resources, and Addressables providers.

Execution model

  • Authority — State Authority decides gameplay-relevant spawns and synchronized world scene changes.
  • Prediction — asset loading itself is not gameplay prediction.
  • Replicated — stable network asset identity and state referencing the loaded definitions.
  • Local only — download progress, caches, preload UI, thumbnails, and presentation asset instances.

Keep references and handles for as long as their content is used, then release them explicitly. Remote bundles remain standard Unity AssetBundles; RedEngine coordinates their manifest, dependencies, mount, preload, and release operations.

Use SceneReference outside an active network world. During a Fusion match, load synchronized additional levels through World.LoadSceneAsync.

Continue with Assets and Network ScriptableObjects.

RedEngine Framework documentation