Table of Contents

Class ContentDirectorySmoke

Namespace
GrindFest.Content.Editor
Assembly
GrindFest.dll

Builds a deliberately tiny content directory so the loading path can be exercised for seconds instead of minutes. A real scope costs ~741 s and 341 MB per 100 prefabs, which is far too slow to iterate on, and the loading code does not care how many entries a directory has.

The three assets are chosen to cover the shapes the game actually stores: a GameObject prefab, a ScriptableObject that is not a GameObject (the majority of non-prefab records), and a skill animation asset.

public static class ContentDirectorySmoke
Inheritance
object
ContentDirectorySmoke

Fields

DirectoryName

Properties

OutputPath

The directory's output path: outside Assets/, because a content directory is build output and must not be imported as an asset. Under Library/ it is also already git-ignored and cleaned by Unity.

Methods

Build()

Creates the scratch root and builds the directory. Returns a one-line report.

Clean()

Removes the scratch root asset; the built directory under Library/ can stay.

DumpRegistry()

Prints the keys a directory carries, by reading its roots the way the runtime does. Editor side this works only after registration, which requires play mode — so this is for the play-mode half of the test.