Addressable Asset System for Game Development

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Solution Overview

Problem

The deployment of digital assets in games is complicated due to varying operating system requirements and the complexity of managing large numbers of virtual assets, which leads to inefficient loading and frequent code refactoring, especially in mobile games where memory and download limits are concerns.

Innovation Solution

The Addressable Asset System allows for efficient runtime loading of digital assets using unique addresses, simplifying asset management and content creation by tracking asset locations and dependencies, enabling asynchronous loading and decoupling asset identifiers from their locations, thus reducing the need for frequent code updates.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If digital assets are divided into chunks for efficient loading, then asset loading efficiency is improved, but system complexity increases requiring high level of expertise to manage

Engineering Contradiction:
Improveasset loading efficiencyVSAvoidchunk management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary system (asset bundling system with manifest files) that automatically manages chunk dependencies, metadata tracking, and loading coordination. This intermediary layer handles the complexity of chunk management internally while presenting a simplified interface to developers, resolving the contradiction between improved loading efficiency and increased management complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The asset bundling system implements self-service mechanisms where the system automatically generates manifests, tracks dependencies, and manages chunk loading without requiring manual intervention. The system self-updates metadata when assets change, eliminating the need for developers to manually manage chunk complexity while maintaining efficient loading

Inventive Principle:
Principle #25Self-service

2Reliability

If all assets within a chunk are rebuilt when one asset is updated, then asset consistency is maintained, but build time increases proportionally to the number of assets

Engineering Contradiction:
Improveasset consistencyVSAvoidbuild time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent segments the asset build process into individual asset-level operations rather than chunk-level operations. Each asset is tracked independently with its own metadata in the manifest, allowing the system to identify and rebuild only the specific asset that changed rather than forcing a complete chunk rebuild, thus maintaining consistency while dramatically reducing build time

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements feedback mechanisms through manifest files that track the state and dependencies of each asset. When an asset is updated, the system queries the manifest to determine which specific assets need rebuilding based on dependency information, enabling selective incremental builds that maintain consistency without unnecessary full rebuilds

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If games are released with evolution capability to add new assets, then game longevity is improved, but asset tracking complexity increases over time

Engineering Contradiction:
Improvegame evolution capabilityVSAvoidasset tracking complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a dynamic asset tracking system where the manifest file automatically updates as assets are added, removed, or modified during game evolution. The system dynamically queries and updates dependency information without requiring structural changes to the underlying asset organization, allowing games to evolve while maintaining manageable tracking complexity through adaptive metadata management

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11406901B2Addressable assets in software development
Publication Date: 2022.08.09 UNITY TECH APS
  • US11406901B2 patent drawing
  • US11406901B2 patent drawing
  • US11406901B2 patent drawing

AI summary

A method for tracking game asset locations is disclosed. Content is created for an application using a first asset. The first asset includes asset data that describes at least a part of the content associated with the asset. The asset data is placed within one or more files within a location within one or more memories. A catalog associated with the application is created on the server. A catalog entry is created for the first asset. The catalog entry includes an address that uniquely identifies the first asset. A request is received from the application for asset data associated with the first asset, the request including the address. The address and the catalog are used to determine location data associated with the address. The determined location data is used to retrieve the asset data at the determined location. The retrieved asset data is returned to the application.