Content Manager
The content item administration [DVTL-UTW-04]
Overview
This page includes everything needed to use this tool window with the "Beamable SDK for Unity". Or watch this video.
The purpose of this Tool WindowTool Window - A group of related Beamable editing functionality for game makers is to allow front-end administration of player ContentContent - The primary data concept within the Beamable Content Manager by the game maker.
Related Guides
A common use case for the feature is covered in the guides.
- See Content » Guide for more info
The User Interface
Here is the user interface of the Beamable "Content Manager" tool window.


The Beamable "Content Manager"
Steps
Follow these steps to get started:
Step | Detail |
---|---|
| • Unity → Window → Beamable → Open Content Manager |
Here is the "Beamable" menu as seen in Unity:


The “Beamable” Menu
It is also accessible from the Beamable Toolbox Window. Here is the "Open Content Manager" Button.


The "Content" Button in the Beamable Toolbox Window
Advanced
This section contains any advanced configuration options and workflows.
Content Types
See Content - Overview (Content Types) for more info.
Content Status Bar


The "Status Bar" indicates the status of content
Status Levels
Name | Detail |
---|---|
Synced | • Item is properly synced on client and server |
Added | • Item exists on client only |
Modified | • Item modified on client |
Removed | • Item removed on client only |
Refresh
The refresh process compares the local content to the Beamable back-end. It downloads the manifest
file from the relevant RealmRealm - Unique body of data in the Beamable back-end. Each realm represents a game environment. The local content is now synchronized.
The Content Manager window icons indicate the state of local content.
- Local content which matches back-end
- Local content which does not match back-end
- Local content which is unpublished
Publish
The publish process compares the local content to the Beamable back-end. It uploads the appropriate changes to the relevant RealmRealm - Unique body of data in the Beamable back-end. Each realm represents a game environment. The back-end content is now synchronized.
The publish confirmation window shows the summary of changes.
- Content Additions
- Content Deletions
- Content Modifications
Once published, development can safely continue within the game maker's Unity Editor and within the Unity Editor of other team-members. Any players connected to that RealmRealm - Unique body of data in the Beamable back-end. Each realm represents a game environment receive the updated content as well.
Best Practice
These hints make efficent use of concepts and workflows.
When collaborating on a team of game makers, a safe process will limit potential content conflicts.
- Click the "Refresh" button in the Content Manager
- Make a content change
- Save the Unity Project
- Commit to version control
- Click the "Publish" button in the Content Manager
Storage Location of Content Types
Each content object derives from Unity's ScriptableObject
, is an asset file written to disk, and is therefore persistent between sessions.
While all content objects must go in this location, game makers may choose to create custom subfolders within.
Development (Unity Editor)
/Assets/Beamable/Editor/content/
Deployment (On-device)
The development location is not included in the built game project. Instead, when the player loads the game, a fresh copy of all content is retrieved from the Beamable back-end and stored on-device. This allows Beamable to serve dynamic content to the game project. By default, this is a LazyLazy - A lazy operation occurs on-demand at the last moment possible to satisfy the use case loading operation. Each of Beamable's FeatureFeature - An individual aspect of the Beamable product used to create a great user experience prefabs show a loading progress indicator UI automatically.
Content is stored on-device in a within Unity's Application.persistentDataPath
.
Application.persistentDataPath + $"/content/{contentId}.json";
FAQ
Here are highlights from the Beamable FAQ: See FAQ for more info.
• Content
Updated 5 months ago