├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── AddressableAssetsData │ ├── Windows │ │ ├── addressables_content_state.bin │ │ └── addressables_content_state.bin.meta │ ├── Windows.meta │ ├── AnalyzeData.meta │ ├── AssetGroups.meta │ ├── DataBuilders.meta │ ├── AssetGroupTemplates.meta │ ├── AssetGroups │ │ ├── Schemas.meta │ │ ├── Built In Data.asset.meta │ │ ├── Packed Assets.asset.meta │ │ ├── Default Local Group.asset.meta │ │ ├── Packed Assets.asset │ │ ├── Built In Data.asset │ │ └── Default Local Group.asset │ ├── DefaultObject.asset.meta │ ├── AnalyzeData │ │ ├── AnalyzeRuleData.asset.meta │ │ └── AnalyzeRuleData.asset │ ├── AddressableAssetSettings.asset.meta │ ├── DataBuilders │ │ ├── BuildScriptFastMode.asset.meta │ │ ├── BuildScriptPackedMode.asset.meta │ │ ├── BuildScriptVirtualMode.asset.meta │ │ ├── BuildScriptPackedPlayMode.asset.meta │ │ ├── BuildScriptFastMode.asset │ │ ├── BuildScriptPackedMode.asset │ │ ├── BuildScriptVirtualMode.asset │ │ └── BuildScriptPackedPlayMode.asset │ ├── AssetGroupTemplates │ │ ├── Packed Assets.asset.meta │ │ └── Packed Assets.asset │ ├── DefaultObject.asset │ └── AddressableAssetSettings.asset ├── AddressablesManager │ ├── Scenes │ │ ├── Test.unity.meta │ │ ├── SceneTest.unity.meta │ │ ├── SceneTest.unity │ │ └── Test.unity │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── TestObject.prefab.meta │ │ ├── TestSphere.prefab.meta │ │ ├── TestObject.prefab │ │ └── TestSphere.prefab │ ├── Scenes.meta │ ├── Scripts.meta │ ├── Materials.meta │ ├── Scripts │ │ ├── Addressables.meta │ │ ├── Extensions.meta │ │ ├── Addressables │ │ │ ├── Examples.meta │ │ │ ├── AddressablesManager.cs.meta │ │ │ ├── Examples │ │ │ │ ├── AddressablesExample.cs.meta │ │ │ │ └── AddressablesExample.cs │ │ │ └── AddressablesManager.cs │ │ └── Extensions │ │ │ ├── IAsyncOperationExtensions.cs.meta │ │ │ └── IAsyncOperationExtensions.cs │ └── Materials │ │ ├── Test1.mat.meta │ │ ├── Test2.mat.meta │ │ ├── Standard.mat.meta │ │ ├── Test1.mat │ │ ├── Test2.mat │ │ └── Standard.mat ├── AddressableAssetsData.meta └── AddressablesManager.meta ├── .gitignore ├── Packages └── manifest.json ├── Logs └── Packages-Update.log └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.3.0b12 2 | m_EditorVersionWithRevision: 2019.3.0b12 (e0f9cf1b1aee) 3 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/AddressableAssetsData/Windows/addressables_content_state.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Milfeulle/AddressablesManager/HEAD/Assets/AddressableAssetsData/Windows/addressables_content_state.bin -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | 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m_IgnoreNormalsForChartDetection: 0 70 | m_ImportantGI: 0 71 | m_StitchLightmapSeams: 0 72 | m_SelectedEditorRenderState: 3 73 | m_MinimumChartSize: 4 74 | m_AutoUVMaxDistance: 0.5 75 | m_AutoUVMaxAngle: 89 76 | m_LightmapParameters: {fileID: 0} 77 | m_SortingLayerID: 0 78 | m_SortingLayer: 0 79 | m_SortingOrder: 0 80 | -------------------------------------------------------------------------------- /Assets/AddressablesManager/Scripts/Addressables/Examples/AddressablesExample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.AddressableAssets; 5 | using System.Threading.Tasks; 6 | using UnityEngine.SceneManagement; 7 | using UnityEngine.ResourceManagement.ResourceProviders; 8 | 9 | namespace AddressablesManagement 10 | { 11 | public class AddressablesExample : MonoBehaviour 12 | { 13 | public GameObject loneGameObject; 14 | public GameObject[] testObjects = new GameObject[20]; 15 | public List materials; 16 | public List listTest; 17 | Sprite sprite; 18 | Scene sceneToLoad; 19 | private Vector3 startingPos; 20 | 21 | void Start() 22 | { 23 | materials = new List(3); 24 | 25 | startingPos = transform.position; 26 | 27 | //LoadScene("SceneTest"); 28 | //InstantiateSingleObject("TestObject"); 29 | TestInstantiateObjects(); 30 | //TestLoadByLabel(); 31 | //LoadFromList(listTest); 32 | } 33 | 34 | async void TestLoadByLabel() 35 | { 36 | materials = await AddressablesManager.Instance.LoadAssetsByLabel("materials"); 37 | } 38 | 39 | async void TestInstantiateObjects() 40 | { 41 | Vector3 pos = startingPos; 42 | 43 | for (int i = 0; i < testObjects.Length; i++) 44 | { 45 | testObjects[i] = await AddressablesManager.Instance.InstantiateGameObject("TestObject"); 46 | testObjects[i].transform.position = pos; 47 | pos += new Vector3(2f, 0, 0); 48 | } 49 | } 50 | 51 | async void InstantiateSingleObject(string path) 52 | { 53 | loneGameObject = await AddressablesManager.Instance.InstantiateGameObject(path); 54 | } 55 | 56 | async void LoadSprite(string path) 57 | { 58 | sprite = await AddressablesManager.Instance.Load(path); 59 | } 60 | 61 | async void LoadScene(string sceneName) 62 | { 63 | sceneToLoad = await AddressablesManager.Instance.LoadScene(sceneName, LoadSceneMode.Single); 64 | } 65 | 66 | async void OnlyLoadScene(string sceneName) 67 | { 68 | await AddressablesManager.Instance.LoadScene(sceneName, LoadSceneMode.Additive); 69 | } 70 | 71 | async void UnloadScene(SceneInstance scene) 72 | { 73 | await AddressablesManager.Instance.UnloadScene(scene); 74 | } 75 | 76 | async void LoadFromList(List testList) 77 | { 78 | List GOs = await AddressablesManager.Instance.LoadFromList(testList); 79 | 80 | foreach (GameObject go in GOs) 81 | { 82 | Instantiate(go); 83 | } 84 | } 85 | } 86 | } -------------------------------------------------------------------------------- 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m_IsTrigger: 0 92 | m_Enabled: 1 93 | serializedVersion: 2 94 | m_Radius: 0.5 95 | m_Center: {x: 0, y: 0, z: 0} 96 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # AddressablesManager 2 | Tested with Addressables version 1.3. 3 | 4 | An unofficial intermediary for Unity's Addressables system. With this, you can load an asset without having to make use of a coroutine each time you need to use the Addressables system. 5 | 6 | For a quick guide on how to setup Addressables, check the [Getting Started guide](https://docs.google.com/document/d/1Qdrhi3NdTR_ub5e1NVjzvijCcVlR56e_zCro41KHfyM/edit#heading=h.zfo4zcp1lrzf) and the [forum post](https://forum.unity.com/threads/addressables-are-here.536304/) 7 | 8 | The [IAsyncOperationExtensions](https://github.com/Milfeulle/AddressablesManager/blob/master/Assets/AddressablesManager/Scripts/Extensions/IAsyncOperationExtensions.cs) file was created by Unity forum user [rigidbuddy](https://forum.unity.com/threads/async-await-support-for-loading-assets.538898/#post-3553571). 9 | 10 | # Async/Await 11 | 12 | This system needs to be prefaced with the fact that it uses async/await methods exclusively, what this basically means is that methods with the async modifier in front of them can "await" other asynchronous methods. You can find some examples [here](https://www.dotnetperls.com/async). 13 | 14 | # Usage 15 | 16 | To use the manager, you must declare your current method with the async modifier so that it can await the Addressables Manager's methods. 17 | 18 | ```c# 19 | async void GetAnInteger() 20 | { 21 | int x = await GetInt(); 22 | } 23 | ``` 24 | 25 | ## Instantiating a gameobject 26 | 27 | ```c# 28 | GameObject loneGameObject; 29 | 30 | async void InstantiateSingleObject(string path) 31 | { 32 | loneGameObject = await AddressablesManager.Instance.InstantiateGameObject(path); 33 | } 34 | ``` 35 | 36 | ## Loading objects 37 | 38 | You can load any kind of object by using the Load method, you can then assign these objects somewhere else if you wish. 39 | 40 | ```c# 41 | Sprite _sprite; 42 | 43 | async void LoadSprite() 44 | { 45 | _sprite = await AddressablesManager.Instance.Load("sprite"); 46 | } 47 | ``` 48 | 49 | ## Loading assets by label 50 | 51 | You can load an array of assets using the labels they use in the Addressables system. 52 | 53 | ```c# 54 | List materials; 55 | 56 | async void TestLoadByLabel() 57 | { 58 | materials = await AddressablesManager.Instance.LoadAssetsByLabel("materials"); 59 | } 60 | ``` 61 | 62 | ## Loading a scene 63 | 64 | With loading scenes, you can choose whether to load them in either of the LoadSceneModes (Additive or Single) or whether to only load them or load them and assign them to a variable. 65 | 66 | ```c# 67 | Scene sceneToLoad; 68 | 69 | async void LoadScene() 70 | { 71 | sceneToLoad = await AddressablesManager.Instance.LoadScene("sceneName", LoadSceneMode.Additive); 72 | } 73 | 74 | async void OnlyLoadScene() 75 | { 76 | await AddressablesManager.Instance.LoadScene("sceneName", LoadSceneMode.Additive); 77 | } 78 | ``` 79 | 80 | ## Unloading scenes 81 | 82 | You can unload scenes you hold a reference to. 83 | 84 | ```c# 85 | async void UnloadScene() 86 | { 87 | AddressablesManager.Instance.UnloadScene(sceneToLoad); 88 | } 89 | 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/Assets/AddressablesManager/Scripts/Addressables/AddressablesManager.cs: -------------------------------------------------------------------------------- 1 | using System.Threading; 2 | using System.Threading.Tasks; 3 | using System.Collections.Concurrent; 4 | using System; 5 | using System.Collections; 6 | using System.Collections.Generic; 7 | using UnityEngine; 8 | using UnityEngine.AddressableAssets; 9 | using UnityEngine.ResourceManagement; 10 | using UnityEngine.ResourceManagement.ResourceProviders; 11 | using UnityEngine.SceneManagement; 12 | using UnityEngine.ResourceManagement.AsyncOperations; 13 | using System.Linq; 14 | 15 | namespace AddressablesManagement 16 | { 17 | public class AddressablesManager : MonoBehaviour 18 | { 19 | private static AddressablesManager _instance; 20 | 21 | private bool _currentlyLoading; 22 | private Scene _currentlyLoadingScene; 23 | 24 | #region PROPERTIES 25 | /// 26 | /// Reports whether there's an object currently loading or not. 27 | /// 28 | public bool CurrentlyLoading 29 | { 30 | get { return _currentlyLoading; } 31 | private set { _currentlyLoading = value; } 32 | } 33 | 34 | /// 35 | /// Instance object of this class 36 | /// 37 | public static AddressablesManager Instance 38 | { 39 | get 40 | { 41 | if (_instance == null) 42 | { 43 | Create(); 44 | } 45 | 46 | return _instance; 47 | } 48 | } 49 | #endregion 50 | 51 | private void Awake() 52 | { 53 | if (_instance == null) 54 | { 55 | _instance = this; 56 | DontDestroyOnLoad(this); 57 | } 58 | else 59 | { 60 | Destroy(this); 61 | } 62 | } 63 | 64 | #region PUBLIC METHODS 65 | /// 66 | /// Loads a given scene either in additive or single mode to the current scene. 67 | /// 68 | /// Name of the scene to load. 69 | /// Scene load mode. 70 | public Task LoadScene(string sceneName, LoadSceneMode loadMode) 71 | { 72 | _currentlyLoadingScene = default; 73 | _currentlyLoadingScene.name = ""; 74 | 75 | Addressables.LoadSceneAsync(sceneName, loadMode).Completed += AddressablesManager_OnSceneLoadCompleted; 76 | 77 | if (string.IsNullOrEmpty(_currentlyLoadingScene.name)) 78 | { 79 | Task.Delay(1); 80 | } 81 | 82 | return Task.Run(() => _currentlyLoadingScene); 83 | } 84 | 85 | private void AddressablesManager_OnSceneLoadCompleted(AsyncOperationHandle obj) 86 | { 87 | if (obj.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Succeeded) 88 | { 89 | _currentlyLoadingScene = obj.Result.Scene; 90 | } 91 | } 92 | 93 | /// 94 | /// Loads a given scene either in additive or single mode to the current scene. 95 | /// 96 | /// Name of the scene to load. 97 | /// Scene load mode. 98 | public async Task OnlyLoadScene(string sceneName, LoadSceneMode loadMode) 99 | { 100 | await Task.Run(() => Addressables.LoadSceneAsync(sceneName, loadMode)); 101 | } 102 | 103 | /// 104 | /// Unloads a given scene from memory asynchronously. 105 | /// 106 | /// Scene object to unload. 107 | public async Task UnloadScene(SceneInstance scene) 108 | { 109 | Addressables.UnloadSceneAsync(scene); 110 | } 111 | 112 | /// 113 | /// Instantiates a gameobject in a given position and rotation in the world. 114 | /// 115 | /// Addressables 116 | /// Position in the world to instantiate the gameobject. 117 | /// Rotation to instantiate the gameobject. 118 | /// Returns the gameobject set to instantiate. 119 | public async Task InstantiateGameObject(string path, Vector3 position, Quaternion rotation) 120 | { 121 | return await Addressables.InstantiateAsync(path, position, rotation) as GameObject; 122 | } 123 | 124 | /// 125 | /// Instantiates a gameobject in a default position and rotation in the world. 126 | /// 127 | /// Project path where the gameobject resides. 128 | /// Returns the gameobject set to instantiate. 129 | public async Task InstantiateGameObject(string path) 130 | { 131 | return await Addressables.InstantiateAsync(path, Vector3.zero, Quaternion.identity) as GameObject; ; 132 | } 133 | 134 | /// 135 | /// Loads an object of type T into memory. 136 | /// 137 | /// Type of object to load. 138 | /// Path of the object to load in the Addressables system. 139 | /// Returns an object of type T. 140 | public async Task Load(string path) where T : class 141 | { 142 | return await Addressables.LoadAssetAsync(path); 143 | } 144 | 145 | /// 146 | /// Preloads all dependencies of an object, given its path. 147 | /// 148 | /// Path of the object to load dependencies from. 149 | public async Task DownloadDependencies(string path) 150 | { 151 | await Addressables.DownloadDependenciesAsync(path); 152 | } 153 | 154 | /// 155 | /// Loads all assets of a given label into memory. 156 | /// 157 | /// Type of the objects to load. 158 | /// Label in the Addressables of the objects to load. 159 | /// Callback to execute after loading 160 | /// Returns a list with elements of type T. 161 | public async Task> LoadAssetsByLabel(string label, Action callback = null) where T : class 162 | { 163 | return await Addressables.LoadAssetsAsync(label, callback) as List; 164 | } 165 | 166 | /// 167 | /// Loads all assets from a given list into memory 168 | /// 169 | /// 170 | /// List of labels to load 171 | /// Callback to execute after loading 172 | /// Assets merge mode. For more information, visit https://docs.unity3d.com/Packages/com.unity.addressables@0.4/api/UnityEngine.AddressableAssets.Addressables.MergeMode.html?q=mergemode 173 | /// Returns a list with elements of type T. 174 | public async Task> LoadFromList(List labels, Action callback = null, Addressables.MergeMode mergeMode = Addressables.MergeMode.None) where T : class 175 | { 176 | List labelsAsObjects = labels.Cast().ToList(); 177 | return await Addressables.LoadAssetsAsync(labelsAsObjects, callback, mergeMode) as List; 178 | } 179 | 180 | /// 181 | /// Releases prefab from memory and destroys its instance in the currently active scene. 182 | /// 183 | /// Gameobject reference of the prefab to release. 184 | public void ReleaseInstance(ref GameObject obj) 185 | { 186 | if (obj != null) 187 | Addressables.ReleaseInstance(obj); 188 | } 189 | /// 190 | /// Releases a given object from memory. 191 | /// 192 | /// Type of the object to release. 193 | /// Object reference to release. 194 | 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