Obsolete. Use AddressablesRuntimeProperties instead
Entry point for Addressable API, this provides a simpler interface than using ResourceManager directly as it assumes string address type.
Supports the evaluation of embedded runtime variables in addressables locations
Reference to an asset label. This class can be used in scripts as a field and will use a CustomPropertyDrawer to provide a DropDown UI of available labels.
Reference to an addressable asset. This can be used in script to provide fields that can be easily set in the editor and loaded dynamically at runtime.
GameObject only asset reference.
Used to restrict an AssetReference field or property to only allow items wil specific labels. This is only enforced through the UI.
Sprite only asset reference.
Generic version of AssetReference class. This should not be used directly as CustomPropertyDrawers do not support generic types. Instead use the concrete derived classes such as AssetReferenceGameObject.
Texture only asset reference.
Texture2D only asset reference.
Texture3D only asset reference
Used to restrict an AssetReference field or property to only allow assignment of assets of specific types. This is only enforced through the UI.
Container for ContentCatalogEntries.
Contains serializable data for an IResourceLocation
Provider for content catalogs. This provider makes use of a hash file to determine if a newer version of the catalog needs to be downloaded.
Exception to encapsulate invalid key errors.
Simple locator that acts as a passthrough for assets loaded from resources directories.
Serializable location data. This is used for the locations of the content catalogs.
Simple implementation of an IResourceLocator
Runtime data that is used to initialize the Addressables system.
Enumerates the supported modes of merging the results of requests. If keys (A, B) mapped to results ([1,2,4],[3,4,5])...
- UseFirst (or None) takes the results from the first key -- [1,2,4]
- Union takes results of each key and collects items that matched any key. -- [1,2,3,4,5]
- Intersection takes results of each key, and collects items that matched every key. -- 
The mode the payer is in. In built players, the mode is always PackedMode.