Entry point for Addressable API, this provides a simpler interface than using ResourceManager directly as it assumes string address type.
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. To determine if the reference is set, use RuntimeKeyIsValid().
Assetreference that only allows atlassed sprites.
GameObject only asset reference.
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
Exception to encapsulate invalid key errors.
Interface for providing a key. This allows for objects passed into the Addressables system to provied a key instead of being used directly.
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. --