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  • Demonstrates weak referencing with WeakObjectReference<T> , WeakSceneReference and UntypedWeakReferenceId.
  • Shows how to download, load, and unload assets and sub-scenes at runtime.
  • Includes local and remote content workflows, with fallbacks and caching.

Provides step-by-step guides for:

  • Loading meshes and materials dynamically.
  • Building and serving content catalogs for remote distribution.
  • Configuring scripting defines symbols for content delivery and diagnostics.
  • Covers how to toggle between low- and high-fidelity sub-scenes in the editor to simulate runtime streaming behavior.

@paulb-unity
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some initial thoughts -
I would remove the ENABLE_CONTENT_DIAGNOSTICS & ENABLE_CONTENT_BUILD_DIAGNOSTICS script defines
there is nothing in the project when I first open it to indicate what I should do to see the sample run - maybe add a readme
the EntitySceneLoading build profile built fine but the player had errors and did not load anything

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3 participants