Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Documentation~/GetRuntimeAddress.md
Schaken-Mods 7502018d20 Adding Mod Support
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.
2023-05-13 22:01:48 -05:00

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---
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)]
<!--
```csharp
var opHandle = Addressables.LoadResourceLocationsAsync(MyRef1);
yield return opHandle;
if (op.Status == AsyncOperationStatus.Succeeded &&
opHandle.Result != null &&
opHandle.Result.Count > 0)
{
Debug.Log("address is: " + opHandle.Result[0].PrimaryKey);
}
```
-->
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)]
<!--
```csharp
Dictionary<string, GameObject> _preloadedObjects = new Dictionary<string, GameObject>();
private IEnumerator PreloadHazards()
{
//find all the locations with label "SpaceHazards"
var loadResourceLocationsHandle = Addressables.LoadResourceLocationsAsync("SpaceHazards", typeof(GameObject));
if( !loadResourceLocationsHandle.IsDone )
yield return loadResourceLocationsHandle;
//start each location loading
List<AsyncOperationHandle> opList = new List<AsyncOperationHandle>();
foreach (IResourceLocation location in loadResourceLocationsHandle.Result)
{
AsyncOperationHandle<GameObject> loadAssetHandle = Addressables.LoadAssetAsync<GameObject>(location);
loadAssetHandle.Completed += obj => { _preloadedObjects.Add(location.PrimaryKey, obj.Result); };
opList.Add(loadAssetHandle);
}
//create a GroupOperation to wait on all the above loads at once.
var groupOp = Addressables.ResourceManager.CreateGenericGroupOperation(opList);
if( !groupOp.IsDone )
yield return groupOp;
Addressables.Release(loadResourceLocationsHandle);
//take a gander at our results.
foreach (var item in _preloadedObjects)
{
Debug.Log(item.Key + " - " + item.Value.name);
}
}
```
-->
[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