Scripting API

Addressables

static class in UnityEngine.AddressableAssets · Unity.Addressables

Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix

Addressables over the project's addressable groups (Assets/AddressableAssetsData): entries by address, label and asset GUID, loaded from the project the way its scenes load them. Loads complete on the next frame (or on WaitForCompletion); handles share operations per location and type until released.

Fields 2

const string kAddressablesRuntimeBuildLogPath
const string kAddressablesRuntimeDataPath

Properties 9

static string BuildPath { get; }
static Func<IResourceLocation, string>? InternalIdTransformFunc { get; set; }
static string LibraryPath { get; }
static string PlayerBuildDataPath { get; }
static IEnumerable<IResourceLocator> ResourceLocators { get; }
static string RuntimePath { get; }
static string StreamingAssetsSubFolder { get; }
static Action<UnityEngine.Networking.UnityWebRequest>? WebRequestOverride { get; set; }

Methods 20

static void AddResourceLocator(IResourceLocator locator, string? localCatalogHash = null, IResourceLocation? remoteCatalogLocation = null)
static AsyncOperationHandle<List<string>> CheckForCatalogUpdates(bool autoReleaseHandle = true)
static AsyncOperationHandle<bool> CleanBundleCache(IEnumerable<string>? catalogsIds = null)
static void ClearDependencyCacheAsync(object key)
static AsyncOperationHandle<bool> ClearDependencyCacheAsync(object key, bool autoReleaseHandle)
static void ClearResourceLocators()
static AsyncOperationHandle DownloadDependenciesAsync(object key, bool autoReleaseHandle = false)
static AsyncOperationHandle DownloadDependenciesAsync(IList<IResourceLocation> locations, bool autoReleaseHandle = false)
static AsyncOperationHandle DownloadDependenciesAsync(IEnumerable keys, MergeMode mode, bool autoReleaseHandle = false)
static AsyncOperationHandle<long> GetDownloadSizeAsync(object key)
static AsyncOperationHandle<long> GetDownloadSizeAsync(IEnumerable keys)
static AsyncOperationHandle<IResourceLocator> InitializeAsync()
static AsyncOperationHandle<IResourceLocator> InitializeAsync(bool autoReleaseHandle)
static AsyncOperationHandle<GameObject> InstantiateAsync(object key, Transform? parent = null, bool instantiateInWorldSpace = false, bool trackHandle = true)
static AsyncOperationHandle<GameObject> InstantiateAsync(object key, Vector3 position, Quaternion rotation, Transform? parent = null, bool trackHandle = true)
static AsyncOperationHandle<GameObject> InstantiateAsync(IResourceLocation location, Transform? parent = null, bool instantiateInWorldSpace = false, bool trackHandle = true)
static AsyncOperationHandle<GameObject> InstantiateAsync(IResourceLocation location, Vector3 position, Quaternion rotation, Transform? parent = null, bool trackHandle = true)
static AsyncOperationHandle<GameObject> InstantiateAsync(object key, InstantiationParameters instantiateParameters, bool trackHandle = true)
static AsyncOperationHandle<GameObject> InstantiateAsync(IResourceLocation location, InstantiationParameters instantiateParameters, bool trackHandle = true)
static AsyncOperationHandle<TObject> LoadAssetAsync<TObject>(object key)
static AsyncOperationHandle<TObject> LoadAssetAsync<TObject>(IResourceLocation location)
static AsyncOperationHandle<IList<TObject>> LoadAssetsAsync<TObject>(object key, Action<TObject>? callback)
static AsyncOperationHandle<IList<TObject>> LoadAssetsAsync<TObject>(object key, Action<TObject>? callback, bool releaseDependenciesOnFailure)
static AsyncOperationHandle<IList<TObject>> LoadAssetsAsync<TObject>(IList<IResourceLocation> locations, Action<TObject>? callback)
static AsyncOperationHandle<IList<TObject>> LoadAssetsAsync<TObject>(IList<IResourceLocation> locations, Action<TObject>? callback, bool releaseDependenciesOnFailure)
static AsyncOperationHandle<IList<TObject>> LoadAssetsAsync<TObject>(IEnumerable keys, Action<TObject>? callback, MergeMode mode)
static AsyncOperationHandle<IList<TObject>> LoadAssetsAsync<TObject>(IEnumerable keys, Action<TObject>? callback, MergeMode mode, bool releaseDependenciesOnFailure)
static AsyncOperationHandle<IResourceLocator> LoadContentCatalogAsync(string catalogPath, string? providerSuffix = null)
static AsyncOperationHandle<IResourceLocator> LoadContentCatalogAsync(string catalogPath, bool autoReleaseHandle, string? providerSuffix = null)
static AsyncOperationHandle<IList<IResourceLocation>> LoadResourceLocationsAsync(object key, Type? type = null)
static AsyncOperationHandle<IList<IResourceLocation>> LoadResourceLocationsAsync(IEnumerable keys, MergeMode mode, Type? type = null)
static AsyncOperationHandle<SceneInstance> LoadSceneAsync(object key, LoadSceneMode loadMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
static AsyncOperationHandle<SceneInstance> LoadSceneAsync(object key, LoadSceneParameters loadSceneParameters, bool activateOnLoad = true, int priority = 100)
static AsyncOperationHandle<SceneInstance> LoadSceneAsync(IResourceLocation location, LoadSceneMode loadMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
static AsyncOperationHandle<SceneInstance> LoadSceneAsync(IResourceLocation location, LoadSceneParameters loadSceneParameters, bool activateOnLoad = true, int priority = 100)
static void Release<TObject>(TObject obj)
static void Release<TObject>(AsyncOperationHandle<TObject> handle)
static void Release(AsyncOperationHandle handle)
static bool ReleaseInstance(GameObject instance)
static bool ReleaseInstance(AsyncOperationHandle handle)
static bool ReleaseInstance(AsyncOperationHandle<GameObject> handle)
static void RemoveResourceLocator(IResourceLocator locator)
static string ResolveInternalId(string id)
static AsyncOperationHandle<SceneInstance> UnloadSceneAsync(SceneInstance scene, bool autoReleaseHandle = true)
static AsyncOperationHandle<SceneInstance> UnloadSceneAsync(SceneInstance scene, UnloadSceneOptions unloadOptions, bool autoReleaseHandle = true)
static AsyncOperationHandle<SceneInstance> UnloadSceneAsync(AsyncOperationHandle handle, bool autoReleaseHandle = true)
static AsyncOperationHandle<SceneInstance> UnloadSceneAsync(AsyncOperationHandle<SceneInstance> handle, bool autoReleaseHandle = true)
static AsyncOperationHandle<List<IResourceLocator>> UpdateCatalogs(IEnumerable<string>? catalogs = null, bool autoReleaseHandle = true)
static AsyncOperationHandle<List<IResourceLocator>> UpdateCatalogs(bool autoCleanBundleCache, IEnumerable<string>? catalogs = null, bool autoReleaseHandle = true)