Table of Contents

Class ContentPipeline

Namespace
GrindFest.Content.Editor
Assembly
GrindFest.dll

Editor entry points for the content platform: rebuild the generated base content, inspect what would be written, and validate that the generated data still resolves.

Output (committed to git, shipped in StreamingAssets): Content/base/index.json hot index — identity, tags, addresses, tiers, queryable scalars Content/base/assets.json address catalogue (+ name lookup) — replaces whole-catalog prefab scans Content/base/defs/<kind>.json cold full mirror of every component field, keyed by id

public static class ContentPipeline
Inheritance
object
ContentPipeline

Methods

OpenContentFolder()
RebuildBaseContent()
RebuildBaseContentForBuild(out string)

Build-time entry (called by ContentBuildPreprocessor): regenerates every base artifact and reports failure so a player build can refuse to ship stale content. The generator is deterministic and writes files only when they change, so a clean working tree stays clean.

RebuildItemsOnly()
ScanSample(int, string, string)

Scans a small sample of prefabs per kind and returns a readable report with the encoded data. Used to verify the codec and the value extraction without rewriting the committed artifacts.

ScanSampleMenu()
ValidateGeneratedContent()