Namespace UnityEngine.AddressableAssets
Classes
Addressables
Entry point for Addressable API, this provides a simpler interface than using ResourceManager directly as it assumes string address type.
AssetLabelReference
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.
AssetReference
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().
AssetReferenceAtlasedSprite
Assetreference that only allows atlassed sprites.
AssetReferenceGameObject
GameObject only asset reference.
AssetReferenceSprite
Sprite only asset reference.
AssetReferenceT<TObject>
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.
AssetReferenceTexture
Texture only asset reference.
AssetReferenceTexture2D
Texture2D only asset reference.
AssetReferenceTexture3D
Texture3D only asset reference
InvalidKeyException
Exception to encapsulate invalid key errors.
PlatformMappingService
Determines the Addressables build platform that should be used based on the target player build platform.
Interfaces
IKeyEvaluator
Interface for providing a key. This allows for objects passed into the Addressables system to provied a key instead of being used directly.
Enums
Addressables.MergeMode
Options for 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. -- [4]
AddressablesPlatform
Options for the Addressables build platform.