AssetReference
class in UnityEngine.AddressableAssets · Unity.Addressables
Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix
A serialized reference to an addressable asset by GUID (and sub-object), loaded on demand.
Constructors 1
AssetReference()AssetReference(string guid)Properties 6
virtual Object? Asset { get; }string AssetGUID { get; }bool IsDone { get; }AsyncOperationHandle OperationHandle { get; }virtual object RuntimeKey { get; }string SubObjectName { get; set; }Methods 11
virtual AsyncOperationHandle<GameObject> InstantiateAsync(Vector3 position, Quaternion rotation, Transform? parent = null)virtual AsyncOperationHandle<GameObject> InstantiateAsync(Transform? parent = null, bool instantiateInWorldSpace = false)bool IsValid()AsyncOperationHandle<TObject> LoadAsset<TObject>()virtual AsyncOperationHandle<TObject> LoadAssetAsync<TObject>()virtual AsyncOperationHandle<SceneInstance> LoadSceneAsync(LoadSceneMode loadMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)virtual void ReleaseAsset()virtual void ReleaseInstance(GameObject obj)virtual bool RuntimeKeyIsValid()string ToString()virtual AsyncOperationHandle<SceneInstance> UnLoadScene()virtual bool ValidateAsset(Object obj)virtual bool ValidateAsset(string path)