--- uid: addressables-get-address --- # Getting addresses at runtime By default, Addressables uses the address you assign to an asset as the [PrimaryKey] value of its [IResourceLocation] instance. (If you disable the __[Include Addresses in Catalog]__ option of the Addressables group to which the asset belongs, the PrimaryKey could be a GUID, label, or an empty string.) If you want to get the address of an asset that you load with an AssetReference or label, you can first load the asset's locations, as described in [Loading Assets by Location]. You can then use the IResourceLocation instance to both access the PrimaryKey value and to load the asset. The following example gets the address of the asset assigned to an [AssetReference] object named `MyRef1`: [!code-cs[sample](../Tests/Editor/DocExampleCode/MiscellaneousTopics.cs#doc_AddressFromReference)] Labels often refer to multiple assets. The following example illustrates how to load multiple Prefab assets and use their primary key value to add them to a dictionary: [!code-cs[sample](../Tests/Editor/DocExampleCode/MiscellaneousTopics.cs#doc_PreloadHazards)] [Include Addresses in Catalog]: xref:addressables-group-settings#advanced-options [IResourceLocation]: xref:UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation [Loading Assets by Location]: xref:addressables-api-load-asset-async#loading-assets-by-location [PrimaryKey]: xref:UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation.PrimaryKey [AssetReference]: xref:UnityEngine.AddressableAssets.AssetReference