7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
75 lines
3.1 KiB
Markdown
75 lines
3.1 KiB
Markdown
---
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uid: addressables-get-address
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---
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# Getting addresses at runtime
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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.
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The following example gets the address of the asset assigned to an [AssetReference] object named `MyRef1`:
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[!code-cs[sample](../Tests/Editor/DocExampleCode/MiscellaneousTopics.cs#doc_AddressFromReference)]
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<!--
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```csharp
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var opHandle = Addressables.LoadResourceLocationsAsync(MyRef1);
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yield return opHandle;
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if (op.Status == AsyncOperationStatus.Succeeded &&
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opHandle.Result != null &&
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opHandle.Result.Count > 0)
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{
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Debug.Log("address is: " + opHandle.Result[0].PrimaryKey);
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}
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```
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-->
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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:
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[!code-cs[sample](../Tests/Editor/DocExampleCode/MiscellaneousTopics.cs#doc_PreloadHazards)]
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<!--
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```csharp
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Dictionary<string, GameObject> _preloadedObjects = new Dictionary<string, GameObject>();
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private IEnumerator PreloadHazards()
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{
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//find all the locations with label "SpaceHazards"
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var loadResourceLocationsHandle = Addressables.LoadResourceLocationsAsync("SpaceHazards", typeof(GameObject));
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if( !loadResourceLocationsHandle.IsDone )
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yield return loadResourceLocationsHandle;
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//start each location loading
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List<AsyncOperationHandle> opList = new List<AsyncOperationHandle>();
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foreach (IResourceLocation location in loadResourceLocationsHandle.Result)
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{
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AsyncOperationHandle<GameObject> loadAssetHandle = Addressables.LoadAssetAsync<GameObject>(location);
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loadAssetHandle.Completed += obj => { _preloadedObjects.Add(location.PrimaryKey, obj.Result); };
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opList.Add(loadAssetHandle);
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}
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//create a GroupOperation to wait on all the above loads at once.
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var groupOp = Addressables.ResourceManager.CreateGenericGroupOperation(opList);
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if( !groupOp.IsDone )
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yield return groupOp;
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Addressables.Release(loadResourceLocationsHandle);
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//take a gander at our results.
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foreach (var item in _preloadedObjects)
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{
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Debug.Log(item.Key + " - " + item.Value.name);
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}
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}
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```
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-->
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[Include Addresses in Catalog]: xref:addressables-group-settings#advanced-options
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[IResourceLocation]: xref:UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation
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[Loading Assets by Location]: xref:addressables-api-load-asset-async#loading-assets-by-location
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[PrimaryKey]: xref:UnityEngine.ResourceManagement.ResourceLocations.IResourceLocation.PrimaryKey
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[AssetReference]: xref:UnityEngine.AddressableAssets.AssetReference
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