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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 for PackageSubsystem / 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 through PackageSubsystem on the RuntimeManager prefab:
using Molca;
using Molca.ContentPackage.Services;
using UnityEngine;

public class ContentBootstrap : MonoBehaviour
{
    private async void Start()
    {
        await RuntimeManager.WaitForInitialization();
        var ps = RuntimeManager.GetSubsystem<PackageSubsystem>();
        if (ps?.PackageService == null)
        {
            Debug.LogWarning("PackageSubsystem or PackageService not available.");
            return;
        }
        // Use ps.PackageService per IPackageService in ContentPackage folder
    }
}
Inspect ContentPackageSettings via Global Settings (module on the GlobalSettings asset).

Troubleshooting

  • PackageSubsystem or PackageService is null — Ensure the RuntimeManager prefab includes PackageSubsystem, the scene has completed RuntimeManager.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 ContentPackageSettings on 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 AddressablesBuildNotificationProvider behavior 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 using PackageService.

Unity Editor

Addressables Content Packages