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    Method LoadAssetAsync

    LoadAssetAsync<TObject>(IResourceLocation)

    Loads a single Addressable asset identified by an IResourceLocation.

    Declaration
    public static AsyncOperationHandle<TObject> LoadAssetAsync<TObject>(IResourceLocation location)
    Parameters
    Type Name Description
    IResourceLocation location

    The location of the asset.

    Returns
    Type Description
    AsyncOperationHandle<TObject>

    AsyncOperationHandle that is used to check when the operation has completed. The result of the operation is the loaded asset of the type TObject.

    Type Parameters
    Name Description
    TObject

    The type of the asset.

    Remarks

    Loads an Addressable asset. If a key references multiple assets (i.e. a label that is assigned to multiple assets), only the first asset found will be loaded.

    When you load an Addressable asset, the system:

    • Gathers the asset's dependencies
    • Downloads any remote AssetBundles needed to load the asset or its dependencies
    • Loads the AssetBundles into memory
    • Populates the Result object of the AsyncOperationHandle<TObject> instance returned by this function.
    Examples

    The example below loads a material using an IResourceLocation. The loaded material is assigned to a GameObject. A reference to the operation handle is stored and can be released via Release(AsyncOperationHandle).

    public AssetReference materialLocation; // Identify the material
    public GameObject goLocation; // Identify the GameObject
    AsyncOperationHandle<Material> instHandleLocation;
    AsyncOperationHandle<IList<IResourceLocation>> locHandle;
    
    public void UsingLoadAssetAsyncSampleLocation()
    {
        locHandle = Addressables.LoadResourceLocationsAsync(materialLocation, typeof(Material));
        locHandle.Completed += OnLoadComplete;
    }
    
    void OnLoadComplete(AsyncOperationHandle<IList<IResourceLocation>> handle)
    {
        if (handle.Status == AsyncOperationStatus.Succeeded)
        {
            Debug.Log($"Successfully loaded resource locations");
            foreach (IResourceLocation location in handle.Result)
            {
                instHandleLocation = Addressables.LoadAssetAsync<Material>(location);
                instHandleLocation.Completed += OnLoadCompleteLocation;
            }
        }
    }
    
    void OnLoadCompleteLocation(AsyncOperationHandle<Material> handle)
    {
        if (handle.Status == AsyncOperationStatus.Succeeded)
        {
            var loadedMaterial = handle.Result;
            Debug.Log($"Successfully loaded material '{loadedMaterial.name}'");
    
            var renderer = goLocation.GetComponent<MeshRenderer>();
            if (renderer == null)
                renderer = goLocation.AddComponent<MeshRenderer>();
            renderer.material = loadedMaterial;
            Debug.Log($"Assigned loaded material to GameObject named '{goLocation.name}'");
        }
    }
    
    void ReleaseResourcesLocation()
    {
        Addressables.Release(locHandle);
        Addressables.Release(instHandleLocation);
    }
    
    // When ready to release the asset, call ReleaseResourcesLocation().
    // For example during OnDestroy().
    // void OnDestroy()
    // {
    //     ReleaseResourcesLocation();
    // }

    The example below loads a material using a key, specifically an AssetReference. The loaded material is assigned to a GameObject. A reference to the operation handle is stored and can be released via Release(AsyncOperationHandle).

    public AssetReference materialKey; // Identify the material
    public GameObject goKey; // Identify the GameObject
    AsyncOperationHandle<Material> handleKey;
    
    public void UsingLoadAssetAsyncSampleKey()
    {
        handleKey = Addressables.LoadAssetAsync<Material>(materialKey);
        handleKey.Completed += OnLoadCompleteKey;
    }
    
    void OnLoadCompleteKey(AsyncOperationHandle<Material> handle)
    {
        if (handle.Status == AsyncOperationStatus.Succeeded)
        {
            var loadedMaterial = handle.Result;
            Debug.Log($"Successfully loaded material '{loadedMaterial.name}'");
    
            var renderer = goKey.GetComponent<MeshRenderer>();
            if (renderer == null)
                renderer = goKey.AddComponent<MeshRenderer>();
            renderer.material = loadedMaterial;
            Debug.Log($"Assigned loaded material to GameObject named '{goKey.name}'");
        }
    }
    
    void ReleaseResourcesKey()
    {
        Addressables.Release(handleKey);
    }
    
    // When ready to release the asset, call ReleaseResourcesKey().
    // For example during OnDestroy().
    //void OnDestroy()
    //{
    //    ReleaseResourcesKey();
    //}
    See Also
    Loading Addressable Assets
    Operations

    LoadAssetAsync<TObject>(object)

    Loads a single Addressable asset identified by an IResourceLocation.

    Declaration
    public static AsyncOperationHandle<TObject> LoadAssetAsync<TObject>(object key)
    Parameters
    Type Name Description
    object key

    The key of the location of the asset.

    Returns
    Type Description
    AsyncOperationHandle<TObject>

    AsyncOperationHandle that is used to check when the operation has completed. The result of the operation is the loaded asset of the type TObject.

    Type Parameters
    Name Description
    TObject

    The type of the asset.


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    In This Article
    • LoadAssetAsync<TObject>(IResourceLocation)
    • LoadAssetAsync<TObject>(object)
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