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    Namespace UnityEngine.AddressableAssets

    Classes

    Addressables

    Entry point for Addressable API, this provides a simpler interface than using ResourceManager directly as it assumes string address type.

    AssetLabelReference

    Reference to an asset label. This class can be used in scripts as a field and will use a CustomPropertyDrawer to provide a DropDown UI of available labels.

    AssetReference

    Reference to an addressable asset. This can be used in script to provide fields that can be easily set in the editor and loaded dynamically at runtime. To determine if the reference is set, use RuntimeKeyIsValid().

    AssetReferenceAtlasedSprite

    Assetreference that only allows atlassed sprites.

    AssetReferenceGameObject

    GameObject only asset reference.

    AssetReferenceSprite

    Sprite only asset reference.

    AssetReferenceT<TObject>

    Generic version of AssetReference class. This should not be used directly as CustomPropertyDrawers do not support generic types. Instead use the concrete derived classes such as AssetReferenceGameObject.

    AssetReferenceTexture

    Texture only asset reference.

    AssetReferenceTexture2D

    Texture2D only asset reference.

    AssetReferenceTexture3D

    Texture3D only asset reference

    InvalidKeyException

    Exception to encapsulate invalid key errors.

    PlatformMappingService

    Interfaces

    IKeyEvaluator

    Interface for providing a key. This allows for objects passed into the Addressables system to provied a key instead of being used directly.

    Enums

    Addressables.MergeMode

    Enumerates the supported modes of merging the results of requests. If keys (A, B) mapped to results ([1,2,4],[3,4,5])...

    • UseFirst (or None) takes the results from the first key -- [1,2,4]
    • Union takes results of each key and collects items that matched any key. -- [1,2,3,4,5]
    • Intersection takes results of each key, and collects items that matched every key. -- [4]

    AddressablesPlatform

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