The ID for this command is specified as chunkID. For example, a single chunk could be the atoms in a molecule or atoms in a spatial bin. See the “compute. Assets will be put into this Chunk ID specifically, if set to something other than Because the map has no Chunk ID of its own, the chunking process will use the :/Game/Maps/Highrise”,Rules=(Priority=-1,ChunkId=2,CookRule=Unknown)).
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The first Chunk produced will be numbered zero, and by default will include all of the content used by the project. Using the Engine’s Packaging system, each Chunk will create an independent. An example of chunking can be found in the ShooterGame sample project, which establishes three Chunks: Chunk 1 for the “Sanctuary” map, Chunk 2 for the “Highrise” map, and Chunk 0 for all other data.
While setting up Chunking it may be beneficial to build a custom Asset Manager subclass and override certain virtual functions. For larger-scale games, this is strongly recommended. Each project can have its own custom rules for assigning content to Chunks depending on the individual project’s needs.
The Asset Manager is meant to be extended and customized as needed. Primary Asset Rules are used to determine which Primary Assets have management authority of which Secondary Assets, as well as how to handle Assets during the cooking process. While they are not usually loaded during the game, they are used when cooking and chunking and can set up their own rules, lists, and priorities for other project assets. In the case of ShooterGame, labels were created to designate the assets that would be placed into the various Chunks.
This Primary Asset Label, named “HighriseLabel”, explicitly manages the game’s “Highrise” map asset, and indicates that it belongs in Chunk 2. In addition, all Secondary Assets in the map will be associated with Chunk 2. A similar setup will need to be made for the “Sanctuary” map and Chunk 1. Secondary Assets that are referenced by multiple Primary Asset Labels will be associated with the highest-priority among those Labels.
Nv::Blast::FractureTool Class Reference
In the event that multiple Labels are tied for highest priority, the Asset will be associated with each Label. Cooking and chunking rules in the DefaultGame. We have added an explicit reference to the startup map, “ShooterEntry”, in this example. This sets our main game maps to be in specific chunks, which will cause all of their references to be added to those chunks as well. The final entry, governing Chunk 0, ensures that anything referenced by the map that loads when the game first starts up will be in Chunk 0, which is also the default Chunk.
The priority value of -1 sets priority to the default value, which is 1.
NVIDIA(R) Blast(R) SDK API Reference: Nv::Blast::FractureTool Class Reference
In ShooterGame, Chunk 0 contains the Assets needed to display the game’s menu and get into a match, while Chunks 1 and 2 are used for the game’s playable Maps. As a result, Chunk 0 is smaller than the other Chunks, and also has a wider variety of Asset types.
Here we can see the Asset breakdown and total shipping disk size for Chunks 0 and Chunk 1 pictured and Chunk 2 contain the individual Maps in which the game takes place, so they feature a single, large group of connected Assets. The Size Map also supports visualization of the memory usage in the Editor of the Assets it contains. In-Editor memory size can be substantially different from a bokid product’s disk space usage for the same group of Assets.
Chunk 0 displayed in Memory Size mode. This mode scales box sizes based on the memory usage of the Assets in the Editor.
Individual Assets can be examined or edited by right-clicking the Asset’s box. You can use the mouse wheel bokid zoom in or out, or double-click an Asset to expand it so that it fills the window.
The sanctuary map asset’s node has been right-clicked. Right-clicking a node in the Content Browser or Reference Viewer and choosing “Re-Center Graph” or double-clicking the node in the Reference Viewer will display that node’s references.
In the following image, we have recentered from Chunk 1 to the “Map: The graph shown above is not complete. It has been limited by the options set in the Reference Viewer. Limiting the scope of the graph can greatly reduce the time taken by the Engine in building it. For detailed information on those options, see the Reference Viewer page.
Crawling through references in this way, you can see exactly why a given Asset is associated with another Asset, or a Chunk. This can help to discover and remove unnecessary Asset references, or adjust your Chunking strategy to better fit your project’s needs.
Related Articles Asset Management. Primary Asset Rules Primary Asset Rules are used to determine which Primary Assets have management authority of which Secondary Assets, as well as how to handle Assets during the cooking process. Using these tools, you can see which Assets are assigned to which Chunks, and why. In ShooterGame, Assets are distributed between three Chunks.
Assets are displayed as colored boxes with their icon or thumbnail in the box, and are scaled to represent the size of the Asset.
Bookjd nested within other boxes represent a parent-child reference relationship. For example, a texture that is referenced by a Material would appear inside the Material’s box, because loading the Material implicitly involves loading the texture. Here we can see the Asset breakdown and total shipping bookjd size for Chunks 0 and 1: Chunk 0 of ShooterGame contains many independent Assets, but is relatively small.
Chunks and individual Assets can be examined with this tool. In our ShooterGame chunmid, examining Chunk 1 reveals only two directly connected Assets: