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Claude-Code-Game-Studios/docs/engine-reference/unity/plugins/addressables.md
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DonchitosandClaude Opus 5.5 b21fa0f7f2 Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
2026-09-29 21:32:19 +10:00

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Markdown

# Unity 6.3 — Addressables
**Last verified:** 2026-02-13
**Status:** Production-Ready
**Package:** `com.unity.addressables` (Package Manager)
---
## Overview
**Addressables** is Unity's advanced asset management system that replaces `Resources.Load()`
with async loading, remote content delivery, and better memory control.
**Use Addressables for:**
- Async asset loading (non-blocking)
- DLC and remote content
- Memory optimization (load/unload on demand)
- Asset dependency management
- Large projects with many assets
**DON'T use Addressables for:**
- Tiny projects (overhead not worth it)
- Assets needed immediately at startup (use direct references)
---
## Installation
### Install via Package Manager
1. `Window > Package Manager`
2. Unity Registry > Search "Addressables"
3. Install `Addressables`
---
## Core Concepts
### 1. **Addressable Assets**
- Assets marked as "Addressable" (assigned unique keys)
- Can be loaded by key at runtime
### 2. **Asset Groups**
- Organize assets (e.g., "UI", "Weapons", "Level1")
- Groups determine build settings (local vs remote)
### 3. **Async Loading**
- All loading is async (non-blocking)
- Returns `AsyncOperationHandle`
### 4. **Reference Counting**
- Addressables tracks asset usage
- Must manually release assets when done
---
## Setup
### 1. Mark Assets as Addressable
1. Select asset in Project window
2. Inspector > Check "Addressable"
3. Assign key (e.g., "Enemies/Goblin")
**OR via script:**
```csharp
#if UNITY_EDITOR
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Settings;
AddressableAssetSettings.AddAssetEntry(guid, "MyAssetKey", "Default Local Group");
#endif
```
---
### 2. Create Groups
`Window > Asset Management > Addressables > Groups`
- **Default Local Group**: Bundled with build
- **Remote Group**: Hosted on server (CDN)
---
## Basic Loading
### Load Asset Async
```csharp
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
public class AssetLoader : MonoBehaviour {
async void Start() {
// ✅ Load asset asynchronously
AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>("Enemies/Goblin");
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded) {
GameObject prefab = handle.Result;
Instantiate(prefab);
} else {
Debug.LogError("Failed to load asset");
}
// ⚠️ IMPORTANT: Release when done
Addressables.Release(handle);
}
}
```
---
### Load and Instantiate
```csharp
async void SpawnEnemy() {
// ✅ Load and instantiate in one step
AsyncOperationHandle<GameObject> handle = Addressables.InstantiateAsync("Enemies/Goblin");
await handle.Task;
GameObject enemy = handle.Result;
// Use enemy...
// ✅ Release when destroying
Addressables.ReleaseInstance(enemy);
}
```
---
### Load Multiple Assets
```csharp
async void LoadAllWeapons() {
// Load all assets with label "Weapons"
AsyncOperationHandle<IList<GameObject>> handle = Addressables.LoadAssetsAsync<GameObject>("Weapons", null);
await handle.Task;
foreach (var weapon in handle.Result) {
Debug.Log($"Loaded: {weapon.name}");
}
Addressables.Release(handle);
}
```
---
## Asset Labels (Tags)
### Assign Labels
1. `Window > Asset Management > Addressables > Groups`
2. Select asset > Inspector > Labels > Add label (e.g., "Level1", "UI")
### Load by Label
```csharp
// Load all assets with label "Level1"
Addressables.LoadAssetsAsync<GameObject>("Level1", null);
```
---
## Remote Content (DLC)
### Setup Remote Groups
1. Create new group: `Window > Addressables > Groups > Create New Group > Packed Assets`
2. Group Settings:
- **Build Path**: `ServerData/[BuildTarget]`
- **Load Path**: `http://yourcdn.com/content/[BuildTarget]`
### Build Remote Content
1. `Window > Asset Management > Addressables > Build > New Build > Default Build Script`
2. Upload `ServerData/` folder to CDN
3. Game loads assets from remote server
---
## Preloading / Caching
### Download Dependencies
```csharp
async void PreloadLevel() {
// Download all assets in group without loading into memory
AsyncOperationHandle handle = Addressables.DownloadDependenciesAsync("Level1");
await handle.Task;
// Now "Level1" assets are cached, load instantly
Addressables.Release(handle);
}
```
### Check Download Size
```csharp
async void CheckDownloadSize() {
AsyncOperationHandle<long> handle = Addressables.GetDownloadSizeAsync("Level1");
await handle.Task;
long sizeInBytes = handle.Result;
Debug.Log($"Download size: {sizeInBytes / (1024 * 1024)} MB");
Addressables.Release(handle);
}
```
---
## Memory Management
### Release Assets
```csharp
// ✅ Always release when done
Addressables.Release(handle);
// ✅ For instantiated objects
Addressables.ReleaseInstance(gameObject);
```
### Check Reference Count
```csharp
// Addressables uses reference counting
// Asset is unloaded when refCount == 0
```
---
## Asset References (Inspector-Assigned)
### Use AssetReference
```csharp
using UnityEngine.AddressableAssets;
public class EnemySpawner : MonoBehaviour {
// ✅ Assign in Inspector (drag & drop)
public AssetReference enemyPrefab;
async void SpawnEnemy() {
AsyncOperationHandle<GameObject> handle = enemyPrefab.InstantiateAsync();
await handle.Task;
GameObject enemy = handle.Result;
// Use enemy...
enemyPrefab.ReleaseInstance(enemy);
}
}
```
---
## Scenes
### Load Addressable Scene
```csharp
using UnityEngine.SceneManagement;
async void LoadScene() {
AsyncOperationHandle<SceneInstance> handle = Addressables.LoadSceneAsync("MainMenu", LoadSceneMode.Additive);
await handle.Task;
SceneInstance sceneInstance = handle.Result;
// Scene loaded
// Unload scene
await Addressables.UnloadSceneAsync(handle).Task;
}
```
---
## Common Patterns
### Lazy Loading (Load on Demand)
```csharp
Dictionary<string, AsyncOperationHandle<GameObject>> loadedAssets = new();
async Task<GameObject> GetAsset(string key) {
if (!loadedAssets.ContainsKey(key)) {
var handle = Addressables.LoadAssetAsync<GameObject>(key);
await handle.Task;
loadedAssets[key] = handle;
}
return loadedAssets[key].Result;
}
```
---
### Cleanup on Scene Unload
```csharp
void OnDestroy() {
// Release all handles
foreach (var handle in loadedAssets.Values) {
Addressables.Release(handle);
}
loadedAssets.Clear();
}
```
---
## Content Catalog Updates (Live Updates)
### Check for Catalog Updates
```csharp
async void CheckForUpdates() {
AsyncOperationHandle<List<string>> handle = Addressables.CheckForCatalogUpdates();
await handle.Task;
if (handle.Result.Count > 0) {
Debug.Log("Updates available");
await Addressables.UpdateCatalogs(handle.Result).Task;
}
Addressables.Release(handle);
}
```
---
## Performance Tips
- **Preload** frequently used assets at startup
- **Release** assets immediately when not needed
- Use **labels** to batch-load related assets
- **Cache** remote content for offline use
---
## Debugging
### Addressables Event Viewer
`Window > Asset Management > Addressables > Event Viewer`
- Shows all load/release operations
- Memory usage per asset
- Reference counts
### Addressables Profiler
`Window > Asset Management > Addressables > Profiler`
- Real-time asset usage
- Bundle loading stats
---
## Migration from Resources
```csharp
// ❌ OLD: Resources.Load (synchronous, blocks frame)
GameObject prefab = Resources.Load<GameObject>("Enemies/Goblin");
// ✅ NEW: Addressables (async, non-blocking) — keep the handle so it can be released
AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>("Enemies/Goblin");
GameObject prefab = await handle.Task;
// ... when the asset is no longer needed:
Addressables.Release(handle);
```
---
## Sources
- https://docs.unity3d.com/Packages/com.unity.addressables@2.0/manual/index.html
- https://learn.unity.com/tutorial/addressables