When you place a file in the Asset folder in the project directory (a folder on your computer, not a folder in the Unity Interface),Unity automatically detects that a new file is added (unity keeps checking the contents of the Assets folder), and then Unity assigns a resource ID to this resource.
the resources you see in the Unity Editor are processed, and they are different from the original resource files on the computer . For example, a texture can be a PNG file in the Assets folder, but it may be converted to an internal format after importing and processing.
Resources use an internal format that allows unity to retain additional data called metadata
All resource metadata is saved in the Library folder .
If you create a folder in the Unity Editor, these folders will be mapped to the actual file system. Any deletion or movement of files or folders should be done in the Unity editor and not directly in the file system.
When you back up an item, you must back up the individual project folders.
A reference to resource comparison/download/update:
http://blog.csdn.net/janeky/article/details/17666409
Version control
Official Note: http://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html
1. Settings: Edit, Project Settings, Editor, Version Control, Hidden meta files or Visible meta files
2. Add the Assets, Project Settings folder under the project to version control! No need to add the Library.
Dynamic resource Loading
http://blog.csdn.net/jbjwpzyl3611421/article/details/11050731
http://blog.csdn.net/dingkun520wy/article/details/26594991
1. Data (any custom data, such as a curated table) using SQLite (https://github.com/Busta117/SQLiteUnityKit) exists in a 2 binary file data.db
1.5. Initially, the data.db is placed in the Application.streamingdatapath path, and after it is installed on Android, the path is automatically mapped to a path.
2. However, since application.streamingdatapath this path is read-only, all things ' later ' are stored in Application.persistentdatapath (this path is readable and writable). In this way, the data in fact in streaming and persistent each have a copy, to deal with it, to see if it is necessary to copy to the beginning of the persistent to become the same or how can be. Anyway, it's only been dealt with in persistent.
"It's kind of weird, as far as I know."
3. Data.db write: (need to write when updating) use WWW (URL) to download, after downloading the data in memory, and then use System.IO write to application.persistentdatapath/data.db it can be
4. DATA.DB read: Normal read (read with System.IO)
5. Unity3d (i.e.. Assetbundle) writes: Also with Normal writes, that is, System.IO writes
6. Read from Unity3d (i.e.. Assetbundle): read from application.persistentdatapath using www (localpath) (something that can be solved by unity with www)
7. These 2 types of files are updated using 2 binary data for differences (if the file is too small to be replaced)
Unity Resource Management and updates