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The processes and techniques of tracking and handling assets within code and file system during development and execution of a game.

4 votes

Implementing a score cheating prevention system in an offline game with an online score boar...

When the players want to edit stuff, they will find out how. Hardcoding attributes won't stop a determined modder for long. So I would recommend you to do the only sensible thing and put that data in …
Philipp's user avatar
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3 votes
Accepted

How to make a singleton "game manager" object/class that only loads once and can be accessed...

This here is an abstract class. Which means you can not use it directly. You have to write a class which inherits from this class. Further, the class is a generic. Which means it is "a class for other …
Philipp's user avatar
  • 122k
2 votes
Accepted

How to use handles for asset management?

My favorite fast food restaurant recently refactored their ordering process. You used to go to the counter, order your food, and then stand there and wait while you wait for the food, and everyone els …
Philipp's user avatar
  • 122k
1 vote

Is there a standard format to store game asset data as a binary archive?

No, there isn't. Every game engine has a different solution for this problem. But when you don't want to invest the time and energy into creating a homebrewed asset pack format, then you can simply ge …
Philipp's user avatar
  • 122k
4 votes

Game Asset Storage: Archive vs Individual files

Unpacked files make it easier for the user to edit and replace files, making the game much more modding-friendly. This can be seen as an advantage or disadvantage, depending on your attitude towards m …
Philipp's user avatar
  • 122k
3 votes
Accepted

Advantage of Using Addressable Over Asset Bundles in Unity

The main advantage of Addressables is that they make it very easy for your game to acquire a certain asset by name at runtime. This used to be pretty annoying with asset bundles. First you had to know …
Philipp's user avatar
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