Documentation Index
Fetch the complete documentation index at: https://docs-unity.molca.id/llms.txt
Use this file to discover all available pages before exploring further.
When to use
Use the content package stack when you need downloadable or remotely updated content (scenarios, bundles, or other Addressables-driven payloads) that should integrate with Molca’s runtime package service and editor tooling. Reach forPackageSubsystem / IPackageService after RuntimeManager has finished initializing—not for one-off HTTP downloads (see HttpClient) or general asset loading with no manifest lifecycle.
Molca Core
Folder:Assets/_Molca/_Core/ContentPackage/ — download queue, manifest cache, package state, and related services. Use when shipping downloadable scenario or asset bundles.
Editor notification
Assets/_MolcaSDK/Code/Scripts/Editor/AddressablesBuildNotificationProvider.cs — ties Addressables builds into Molca editor notifications (verify behavior in your Unity version).
Code
Runtime work goes throughPackageSubsystem on the RuntimeManager prefab:
ContentPackageSettings via Global Settings (module on the GlobalSettings asset).
Troubleshooting
PackageSubsystemorPackageServiceis null — Ensure the RuntimeManager prefab includesPackageSubsystem, the scene has completedRuntimeManager.WaitForInitialization(), and you are querying the subsystem from play mode (or after async init), not from a[RuntimeInitializeOnLoadMethod]that runs before the prefab exists.- Downloads never start or queue looks stuck — Confirm
ContentPackageSettingson Global Settings, Addressables labels/paths, and platform build output match what the service expects; check the Unity console and any package-specific logs in the ContentPackage implementation. - Wrong or missing bundle after an Addressables build — Run a clean Addressables build, verify remote catalog URLs and profile settings, and confirm
AddressablesBuildNotificationProviderbehavior for your Unity/Addressables version (see Editor notification above). - Content loads in Editor but not in player — Compare Addressables Play Mode Script vs standalone build configuration, CCD/remote hosting, and that initialization order still awaits
WaitForInitialization()before usingPackageService.
Related
- RuntimeManager — bootstrap; resolve
PackageSubsystemwithGetSubsystem - Global Settings —
ContentPackageSettingsmodule - HttpClient — ad hoc HTTP, not the package manifest pipeline
- Data manager — app data layer versus Addressables packages
- Recipe: Load and use content packages — step-by-step guide to loading Addressable content packages at runtime
Unity Editor
