Scripting API

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

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)