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Nez framework documentation
  • Nez Setup
  • Nez Core
  • Scene-Entity-Component
  • Rendering
  • Content management
  • Dear IMGUI
  • Physics
  • Farseer physics
  • Verlet physics
  • Entity Processing Systems
  • Deferred lighting
  • Nez UI
  • Pathfinding
  • Runtime Inspector
  • Svg Support
  • AI (FSM, Behavior Tree, GOAP, Utility AI)
  • Links
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  • Global Content
  • Scene Content
  • Loading Effects
  • Auto Generating Content Paths
  • Async Loading

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Content management

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Last updated 5 years ago

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includes it's own content management system that builds on the MonoGame/FNA class. All content management goes through the which is a subclass of . The has a 'assets' command that will log all scene or global assets so you will always know what is still in memory.

nez provides containers for global and per-scene content. You can also create your own at any time if you need to manage some short-lived assets. You can also unload assets at any time via the UnloadAsset<T> method. Note that Effects should be unloaded with UnloadEffect since they are a special case.

Global Content

There is a global available via Core.Content. You can use this to load up assets that will survive the life of your application. Things like your fonts, shared atlases, shared sound effects, etc.

Scene Content

Each scene has it's own (Scene.Content) that you can use to load per-scene assets. When a new scene is set all of the assets from the previous scene will automatically be unloaded for you.

Loading

There are several ways to load with Nez that are not present in MonoGame/FNA. These were added to make management easier, especially when dealing with that are subclasses of (such as and ). All of the built-in Nez can also be loaded easily. The available methods are:

  • LoadMonoGameEffect: loads and manages any Effect that is built-in to MonoGame such as BasicEffect, AlphaTestEffect, etc

  • LoadEffect/LoadEffect: loads an ogl/fxb effect directly from file and handles disposing of it when the ContentManager is disposed

  • LoadEffect( string name, byte[] effectCode ): loads an ogl/fxb effect directly from its bytes and handles disposing of it when the ContentManager is disposed

  • LoadNezEffect: loads a built-in Nez effect. These are any of the Effect subclasses in the folder.

Auto Generating Content Paths

// before using the ContentPathGenerator you have strings to represent your content
var tex = content.Load<Texture2D>( "Textures/Scene1/blueBird" );

// after using the ContentPathGenerator you will have compile-tile safety for your content
var tex = content.Load<Texture2D>( Nez.Content.Textures.Scene1.blueBird );

The big advantage to using it is that you will never have a reference to content that doesnt actually exist in your project. You get compile-time checking of all your content. Setup is as follows:

  • in the properties pane for the file set the "Custom Tool" to "TextTemplatingFileGenerator"

  • right click the file and choose Tools -> Process T4 Template to generate the Content class

Async Loading

Nez includes that will generate a static Nez.Content class for you that contains the names of all of the files processed by the . This lets you change code like the following:

copy the file into the root of your project (you could place it elsewhere and then modify the sourceFolder variable in the file. For example, if using only precompiled XNB files in an FNA project you would set sourceFolder = "Content/")

provides asynchronous loading of assets as well. You can load a single asset or an array of assets via the LoadAsync<T> method. It takes a callback Action that will be called once the assets are loaded.

Nez
ContentManager
NezContentManager
ContentManager
debug console
NezContentManager
NezContentManager
NezContentManager
Effects
Effects
Effect
Effects
Effect
AlphaTestEffect
BasicEffect
Effects
Nez/Graphics/Effects
a T4 template
Pipeline Tool
ContentPathGenerator.tt
NezContentManager