Class Addressables
Entry point for Addressable API, this provides a simpler interface than using ResourceManager directly as it assumes string address type.
Inherited Members
Namespace: UnityEngine.AddressableAssets
Assembly: Unity.Addressables.dll
Syntax
public static class Addressables
Fields
Name | Description |
---|---|
LibraryPath | The path to the Addressables Library subfolder |
kAddressablesRuntimeBuildLogPath | The name of the PlayerPrefs value used to set the path to check for build logs that need to be shown in the runtime. |
kAddressablesRuntimeDataPath | The name of the PlayerPrefs value used to set the path to load the addressables runtime data file. |
Properties
Name | Description |
---|---|
BuildPath | The path used by the Addressables system for its initialization data. |
InitializationOperation | Initialization operation. You can register a callback with this if you need to run code after Addressables is ready. Any requests made before this operaton completes will automatically cahin to its result. |
InstanceProvider | The Instance Provider used by the Addressables System. |
InternalIdTransformFunc | Functor to transform internal ids before being used by the providers. |
PlayerBuildDataPath | The path that addressables player data gets copied to during a player build. |
ResourceLocators | Gets the collection of configured IResourceLocator objects. Resource Locators are used to find IResourceLocation objects from user-defined typed keys. |
ResourceManager | Stores the ResourceManager associated with this Addressables instance. |
RuntimePath | The path used by the Addressables system to load initialization data. |
StreamingAssetsSubFolder | The subfolder used by the Addressables system for its initialization data. |
WebRequestOverride | Delegate that can be used to override the web request options before being sent. |
Methods
Name | Description |
---|---|
AddResourceLocator(IResourceLocator, string, IResourceLocation) | Add a resource locator. |
CheckForCatalogUpdates(bool) | Checks all updatable content catalogs for a new version. |
CleanBundleCache(IEnumerable<string>) | Removes any AssetBundles that are no longer referenced in the bundle cache. This can occur when a new, updated catalog excludes entries present in an older catalog. |
ClearDependencyCacheAsync(IList<object>) | Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(IList<object>, bool) | Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(IList<IResourceLocation>) | Clear the cached AssetBundles for a list of Addressable locations. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(IList<IResourceLocation>, bool) | Clear the cached AssetBundles for a list of Addressable locations. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(IEnumerable) | Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(IEnumerable, bool) | Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(object) | Clear the cached AssetBundles for a given key. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(object, bool) | Clear the cached AssetBundles for a given key. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(string) | Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating. |
ClearDependencyCacheAsync(string, bool) | Clear the cached AssetBundles for a list of Addressable keys. Operation may be performed async if Addressables is initializing or updating. |
ClearResourceLocators() | Remove all locators. |
DownloadDependencies(object) | Downloads dependencies of assets marked with the specified label or address. |
DownloadDependenciesAsync(IList<object>, MergeMode, bool) | Downloads dependencies of assets marked with the specified labels or addresses. See the DownloadDependenciesAsync documentation for more details. |
DownloadDependenciesAsync(IList<IResourceLocation>, bool) | Downloads dependencies of assets at the specified locations. |
DownloadDependenciesAsync(IEnumerable, MergeMode, bool) | Downloads dependencies of assets identified by a list of keys. |
DownloadDependenciesAsync(object, bool) | Downloads dependencies of assets identified with the specified label or address. |
GetDownloadSize(object) | Determines the required download size, dependencies included, for the specified |
GetDownloadSizeAsync(IList<object>) | Determines the required download size, dependencies included, for the specified |
GetDownloadSizeAsync(IEnumerable) | Determines the required download size, dependencies included, for the specified |
GetDownloadSizeAsync(object) | Determines the required download size, dependencies included, for the specified |
GetDownloadSizeAsync(string) | Determines the required download size, dependencies included, for the specified |
Initialize() | Initialize Addressables system. Addressables will be initialized on the first API call if this is not called explicitly. |
InitializeAsync() | Initialize the Addressables system, if needed. |
InitializeAsync(bool) | Initialize the Addressables system, if needed. |
Instantiate(object, InstantiationParameters, bool) | Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous. |
Instantiate(object, Transform, bool, bool) | Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous. |
Instantiate(object, Vector3, Quaternion, Transform, bool) | Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous. |
Instantiate(IResourceLocation, InstantiationParameters, bool) | Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous. |
Instantiate(IResourceLocation, Transform, bool, bool) | Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous. |
Instantiate(IResourceLocation, Vector3, Quaternion, Transform, bool) | Instantiate a single object. Note that the dependency loading is done asynchronously, but generally the actual instantiate is synchronous. |
InstantiateAsync(object, InstantiationParameters, bool) | Instantiate a single object. |
InstantiateAsync(object, Transform, bool, bool) | Instantiate a single object. |
InstantiateAsync(object, Vector3, Quaternion, Transform, bool) | Instantiate a single object. |
InstantiateAsync(IResourceLocation, InstantiationParameters, bool) | Instantiate a single object. |
InstantiateAsync(IResourceLocation, Transform, bool, bool) | Instantiate a single object. |
InstantiateAsync(IResourceLocation, Vector3, Quaternion, Transform, bool) | Instantiate a single object. |
LoadAssetAsync<TObject>(object) | Loads a single Addressable asset identified by a key such as an address or label. |
LoadAssetAsync<TObject>(IResourceLocation) | Loads a single Addressable asset identified by an IResourceLocation. |
LoadAsset<TObject>(object) | Load a single asset |
LoadAsset<TObject>(IResourceLocation) | Load a single asset |
LoadAssetsAsync<TObject>(IList<object>, Action<TObject>, MergeMode) | Loads multiple assets identified by a list of keys. |
LoadAssetsAsync<TObject>(IList<object>, Action<TObject>, MergeMode, bool) | Load multiple assets. Each key in the provided list will be translated into a list of locations. Those many lists will be combined down to one based on the provided MergeMode. See the Loading Addressable Assets documentation for more details. |
LoadAssetsAsync<TObject>(IList<IResourceLocation>, Action<TObject>) | Loads multiple assets, based on the list of locations provided. |
LoadAssetsAsync<TObject>(IList<IResourceLocation>, Action<TObject>, bool) | Loads multiple assets, based on the list of locations provided. |
LoadAssetsAsync<TObject>(IEnumerable, Action<TObject>, MergeMode) | Loads multiple assets identified by a list of keys. |
LoadAssetsAsync<TObject>(IEnumerable, Action<TObject>, MergeMode, bool) | Loads multiple assets, identified by a set of keys. |
LoadAssetsAsync<TObject>(object, Action<TObject>) | Loads multiple assets identified by a single key. |
LoadAssetsAsync<TObject>(object, Action<TObject>, bool) | Loads multiple assets identified by a single key. |
LoadAssets<TObject>(IList<object>, Action<TObject>, MergeMode) | Load multiple assets |
LoadAssets<TObject>(IList<IResourceLocation>, Action<TObject>) | Load multiple assets |
LoadAssets<TObject>(object, Action<TObject>) | Load mutliple assets See the Loading Addressable Assets documentation for more details. |
LoadContentCatalog(string, string) | Additively load catalogs from runtime data. The settings are not used. |
LoadContentCatalogAsync(string, bool, string) | Additively load catalogs from runtime data. |
LoadContentCatalogAsync(string, string) | Additively load catalogs from runtime data. |
LoadResourceLocations(IList<object>, MergeMode, Type) | Loads the resource locations specified by the keys. The method will always return success, with a valid IList of results. If nothing matches keys, IList will be empty |
LoadResourceLocations(object, Type) | Request the locations for a given key. The method will always return success, with a valid IList of results. If nothing matches key, IList will be empty |
LoadResourceLocationsAsync(IList<object>, MergeMode, Type) | Loads the resource locations specified by a list of keys. |
LoadResourceLocationsAsync(IEnumerable, MergeMode, Type) | Loads the resource locations specified by a set of keys. |
LoadResourceLocationsAsync(object, Type) | Loads the resource locations specified by a key. |
LoadScene(object, LoadSceneMode, bool, int) | Load scene. |
LoadScene(IResourceLocation, LoadSceneMode, bool, int) | Load scene. |
LoadSceneAsync(object, LoadSceneMode, bool, int) | Loads an Addressable Scene asset. |
LoadSceneAsync(IResourceLocation, LoadSceneMode, bool, int) | Loads an Addressable Scene asset. |
Log(string) | Debug.Log wrapper method that is contional on the ADDRESSABLES_LOG_ALL symbol definition. This can be set in the Player preferences in the 'Scripting Define Symbols'. |
LogError(string) | Debug.LogError wrapper method. |
LogErrorFormat(string, params object[]) | Debug.LogErrorFormat wrapper method. |
LogException(Exception) | Debug.LogException wrapper method. |
LogException(AsyncOperationHandle, Exception) | Debug.LogException wrapper method. |
LogFormat(string, params object[]) | Debug.LogFormat wrapper method that is contional on the ADDRESSABLES_LOG_ALL symbol definition. This can be set in the Player preferences in the 'Scripting Define Symbols'. |
LogWarning(string) | Debug.LogWarning wrapper method. |
LogWarningFormat(string, params object[]) | Debug.LogWarningFormat wrapper method. |
Release(AsyncOperationHandle) | Release the operation and its associated resources. |
ReleaseInstance(GameObject) | Releases and destroys an object that was created via Addressables.InstantiateAsync. |
ReleaseInstance(AsyncOperationHandle) | Releases and destroys an object that was created via Addressables.InstantiateAsync. |
ReleaseInstance(AsyncOperationHandle<GameObject>) | Releases and destroys an object that was created via Addressables.InstantiateAsync. |
Release<TObject>(AsyncOperationHandle<TObject>) | Release the operation and its associated resources. |
Release<TObject>(TObject) | Release asset. |
RemoveResourceLocator(IResourceLocator) | Remove a locator; |
ResolveInternalId(string) | Used to resolve a string using addressables config values |
UnloadScene(AsyncOperationHandle, bool) | Release scene |
UnloadScene(AsyncOperationHandle<SceneInstance>, bool) | Release scene |
UnloadScene(AsyncOperationHandle<SceneInstance>, UnloadSceneOptions, bool) | Release scene |
UnloadScene(SceneInstance, bool) | Release scene |
UnloadSceneAsync(AsyncOperationHandle, bool) | Release scene |
UnloadSceneAsync(AsyncOperationHandle, UnloadSceneOptions, bool) | Release scene |
UnloadSceneAsync(AsyncOperationHandle<SceneInstance>, bool) | Release scene |
UnloadSceneAsync(SceneInstance, bool) | Release scene |
UnloadSceneAsync(SceneInstance, UnloadSceneOptions, bool) | Release scene |
UpdateCatalogs(bool, IEnumerable<string>, bool) | Update the specified catalogs. |
UpdateCatalogs(IEnumerable<string>, bool) | Update the specified catalogs. |