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    Class AddressableAssetSettings

    Contains editor data for the addressables system.

    Inheritance
    object
    Object
    ScriptableObject
    AddressableAssetSettings
    Inherited Members
    ScriptableObject.SetDirty()
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    Object.FindSceneObjectsOfType(Type)
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    Namespace: UnityEditor.AddressableAssets.Settings
    Assembly: Unity.Addressables.Editor.dll
    Syntax
    public class AddressableAssetSettings : ScriptableObject

    Fields

    Name Description
    DefaultLocalGroupName

    The default name of the local data AddressableAsssetGroup

    PlayerDataGroupName

    The default name of the built in player data AddressableAssetGroup

    kBuildPath

    Build Path Name

    kLoadPath

    Load Path Name

    kLocalBuildPath

    Default name of local build path.

    kLocalBuildPathValue

    Default value of local build path.

    kLocalLoadPath

    Default name of local load path.

    kLocalLoadPathValue

    Default value of local load path.

    kNewGroupName

    Default name of a newly created group.

    kRemoteBuildPath

    Default name of remote build path.

    kRemoteBuildPathValue

    Default value of remote build path.

    kRemoteLoadPath

    Default name of remote load path.

    kRemoteLoadPathValue

    Default value of remote load path.

    Properties

    Name Description
    ActivePlayModeDataBuilder

    Get the active data builder for editor play mode data.

    ActivePlayModeDataBuilderIndex

    Get the index of the active play mode data builder.

    ActivePlayerDataBuilder

    Get the active data builder for player data.

    ActivePlayerDataBuilderIndex

    Get the index of the active player data builder.

    AssetPath

    The path of the settings asset.

    BuildAddressablesWithPlayerBuild

    Defines if Addressables content will be built along with a Player build. (Requires 2021.2 or above)

    BuildRemoteCatalog

    Determine if a remote catalog should be built-for and loaded-by the app.

    BundleLocalCatalog

    Whether the local catalog should be serialized in an asset bundle or as json.

    CCDEnabled
    CatalogRequestsTimeout

    The maximum time to download hash and json catalog files before a timeout error.

    CertificateHandlerType

    The type of CertificateHandler to use for this provider.

    ConfigFolder

    The folder of the settings asset.

    ContentStateBuildPath

    The path used for saving the addressables_content_state.bin file. If empty, this will be the addressable settings config folder in your project.

    ContiguousBundles

    If set, packs assets in bundles contiguously based on the ordering of the source asset which results in improved asset loading times. Disable this if you've built bundles with a version of Addressables older than 1.12.1 and you want to minimize bundle changes.

    CustomAssetEntryCommands

    The ids of the registered commands.

    CustomAssetGroupCommands

    The ids of the registered commands.

    DataBuilderFolder

    The folder for the script assets.

    DataBuilders

    List of ScriptableObjects that implement the IDataBuilder interface. These are used to create data for editor play mode and for player builds.

    DefaultGroup

    The default group. This group is used when marking assets as addressable via the inspector.

    DisableCatalogUpdateOnStartup

    Tells Addressables if it should check for a Content Catalog Update during the initialization step.

    DisableVisibleSubAssetRepresentations

    If true, the build will assume that sub Assets have no visible asset representations (are not visible in the Project view) which results in improved build times. However sub assets in the built bundles cannot be accessed by AssetBundle.LoadAsset<T> or AssetBundle.LoadAllAssets<T>.

    GroupFolder

    The folder for the group assets.

    GroupSchemaFolder

    The folder for the asset group schema assets.

    GroupTemplateFolder

    The default folder for the group template assets.

    GroupTemplateObjects

    List of ScriptableObjects that implement the IGroupTemplate interface for providing new templates. For use in the AddressableAssetsWindow to display new groups to create

    HostingServicesManager

    Get the HostingServicesManager object.

    IgnoreUnsupportedFilesInBuild

    Whether unsupported files during build should be ignored or treated as an error.

    InitializationObjects

    List of ScriptableObjects that implement the IObjectInitializationDataProvider interface for providing runtime initialization.

    IsPersisted

    Returns whether this settings object is persisted to an asset.

    MaxConcurrentWebRequests

    The maximum number of concurrent web requests. This value will be clamped from 1 to 1024.

    MonoScriptBundleCustomNaming

    Custom MonoScript bundle prefix that is used if AddressableAssetSettings.MonoScriptBundleNaming is set to MonoScriptBundleNaming.Custom.

    MonoScriptBundleNaming

    Sets the naming convention used for the MonoScript bundle at build time. Or disabled MonoScript bundle generation. The recommended setting is Project Name.

    NonRecursiveBuilding

    If set, Calculates and build asset bundles using Non-Recursive Dependency calculation methods. This approach helps reduce asset bundle rebuilds and runtime memory consumption.

    OnDataBuilderComplete

    Event for handling the result of a DataBuilder.Build call.

    OnModification

    Event for handling settings changes. The object passed depends on the event type.

    OptimizeCatalogSize

    Enables size optimization of content catalogs. This may increase the cpu usage of loading the catalog.

    OverridePlayerVersion

    Allows for overriding the player version used to generated catalog names.

    PlayerBuildVersion

    The version of the player build. This is implemented as a timestamp int UTC of the form string.Format("{0:D4}.{1:D2}.{2:D2}.{3:D2}.{4:D2}.{5:D2}", now.Year, now.Month, now.Day, now.Hour, now.Minute, now.Second).

    RemoteCatalogBuildPath

    The path to place a copy of the content catalog for online retrieval. To do any content updates to an existing built app, there must be a remote catalog. Overwriting the catalog is how the app gets informed of the updated content.

    RemoteCatalogLoadPath

    The path to load the remote content catalog from. This is the location the app will check to look for updated catalogs, which is the only indication the app has for updated content.

    ShaderBundleCustomNaming

    Custom Unity built in shader bundle prefix that is used if AddressableAssetSettings.ShaderBundleNaming is set to ShaderBundleNaming.Custom.

    ShaderBundleNaming

    Sets the naming convention used for the Unity built in shader bundle at build time. The recommended setting is Project Name.

    UniqueBundleIds

    Set this to true to ensure unique bundle ids. Set to false to allow duplicate bundle ids.

    activeProfileId

    The active profile id.

    buildSettings

    Build settings object.

    currentHash

    Hash of the current settings. This value is recomputed if anything changes.

    groups

    List of asset groups.

    profileSettings

    Profile settings object.

    Methods

    Name Description
    AddDataBuilder(IDataBuilder, bool)

    Adds a data builder.

    AddGroupTemplateObject(IGroupTemplate, bool)

    Adds a AddressableAssetsGroupTemplate object.

    AddInitializationObject(IObjectInitializationDataProvider, bool)

    Adds an initialization object.

    AddLabel(string, bool)

    Add a new label.

    BuildPlayerContent()

    Runs the active player data build script to create runtime data. See the BuildPlayerContent documentation for more details.

    BuildPlayerContent(out AddressablesPlayerBuildResult)

    Runs the active player data build script to create runtime data. See the BuildPlayerContent documentation for more details.

    CleanPlayerContent(IDataBuilder)

    Deletes all created runtime data for the active player data builder.

    Create(string, string, bool, bool)

    Create a new AddressableAssetSettings object.

    CreateAndAddGroupTemplate(string, string, params Type[])

    Creates a new AddressableAssetGroupTemplate Object with the set of schema types with default settings for use in the editor GUI.

    CreateAssetReference(string)

    Create an AssetReference object. If the asset is not already addressable, it will be added.

    CreateGroup(string, bool, bool, bool, List<AddressableAssetGroupSchema>, params Type[])

    Create a new asset group.

    CreateOrMoveEntry(string, AddressableAssetGroup, bool, bool)

    Create a new entry, or if one exists in a different group, move it into the new group.

    FindAssetEntry(string)

    Find and asset entry by guid.

    FindAssetEntry(string, bool)

    Find and asset entry by guid.

    FindGroup(Func<AddressableAssetGroup, bool>)

    Find asset group by functor.

    FindGroup(string)

    Find asset group by name.

    GetAllAssets(List<AddressableAssetEntry>, bool, Func<AddressableAssetGroup, bool>, Func<AddressableAssetEntry, bool>)

    Gets all asset entries from all groups.

    GetDataBuilder(int)

    Get The data builder at a specifc index.

    GetGroupTemplateObject(int)

    Get the IGroupTemplate at the specified index.

    GetInitializationObject(int)

    Get the IObjectInitializationDataProvider at a specifc index.

    GetLabels()

    Gets the list of all defined labels.

    InvokeAssetEntryCommand(string, IEnumerable<AddressableAssetEntry>)

    Invoke a registered command for a set of entries.

    InvokeAssetGroupCommand(string, IEnumerable<AddressableAssetGroup>)

    Invoke a registered command for a set of groups.

    MoveEntries(List<AddressableAssetEntry>, AddressableAssetGroup, bool, bool)

    Move an existing entry to a group.

    MoveEntry(AddressableAssetEntry, AddressableAssetGroup, bool, bool)

    Move an existing entry to a group.

    RegisterCustomAssetEntryCommand(string, Action<IEnumerable<AddressableAssetEntry>>)

    Register a custom command to process asset entries. These commands will be shown in the context menu of the groups window.

    RegisterCustomAssetGroupCommand(string, Action<IEnumerable<AddressableAssetGroup>>)

    Register a custom command to process asset groups. These commands will be shown in the context menu of the groups window.

    RemoveAssetEntry(string, bool)

    Remove an asset entry.

    RemoveDataBuilder(int, bool)

    Remove the data builder at the sprcified index.

    RemoveGroup(AddressableAssetGroup)

    Remove an asset group.

    RemoveGroupTemplateObject(int, bool)

    Remove the AddressableAssetGroupTemplate object at the specified index.

    RemoveInitializationObject(int, bool)

    Remove the initialization object at the specified index.

    RemoveLabel(string, bool)

    Remove a label by name.

    RemoveSchemaTemplate(int, bool)

    Remove the schema at the specified index.

    SetDataBuilderAtIndex(int, IDataBuilder, bool)

    Sets the data builder at the specified index.

    SetDirty(ModificationEvent, object, bool, bool)

    Marks the object as modified.

    SetGroupTemplateObjectAtIndex(int, IGroupTemplate, bool)

    Sets the initialization object at the specified index.

    SetInitializationObjectAtIndex(int, IObjectInitializationDataProvider, bool)

    Sets the initialization object at the specified index.

    UnregisterCustomAssetEntryCommand(string)

    Removes a registered custom entry command.

    UnregisterCustomAssetGroupCommand(string)

    Removes a registered custom group command.

    Events

    Name Description
    OnModificationGlobal

    Event for handling settings changes on all instances of AddressableAssetSettings. The object passed depends on the event type.

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