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    Manage asynchronous asset loading

    By default, Addressables uses asynchronous loading to prevent tasks from blocking operations while they load or download data. You can control how Unity performs asynchronous loading through coroutines, events, and async and await tasks, or alternatively synchronously load assets.

    Topic Description
    Wait for asynchronous loads to complete Use AsyncOperationHandle to access asynchronous loaded objects.
    Wait for asynchronous loads with coroutines Use coroutines and IEnumerator to yield AsyncOperationHandle objects until operations complete.
    Wait for asynchronous loads with events Use event delegates to handle asynchronous operations.
    Wait for asynchronous loads with async and await Use C# async/await patterns to handle asynchronous operations.
    Create a custom wait operation Create custom operations with proper execution, completion handling, and termination lifecycle management through ResourceManager.
    Load assets synchronously Load assets synchronously with WaitForCompletion, which blocks execution until operations finish.
    Monitor wait operations Track operation progress using GetDownloadStatus and PercentComplete.

    Additional resources

    • Load Addressable assets
    • Memory management
    • Unity coroutines documentation
    • ResourceManager API reference
    • AsyncOperationHandle API reference
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