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 kAddressablesRuntimeBuildLogPathconst string kAddressablesRuntimeDataPathProperties 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 ResourceManager ResourceManager { 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)