Addressables loadassetasync not working. You might be able to narrow it down to a single problem asset that way. com I am trying to load assets at runtime with adressables. . Previously I was loading card art with cardPre May 31, 2019 · This demo is meant as an example you can use as a starting point to try to build a sync wrapper around it, but it is not complete, and getting it working for your game may not be straightforward. unity3d. Aug 16, 2023 · Just to get this out of the way, I am not using any custom build scripts, this is basically a dummy project where I’m proving out Addressables in isolation before bringing it into a larger project. I await a result in an async function. Asset. This is my first time trying to implement this. Oct 3, 2019 · I am very new to Unity and after doing some research I found a lot of discussion on how I shouldn't use Resources. See full list on docs. I think it was working before, but I did some change and I can't get it to work anymore. If the second call was simply an attempt to access the result, you can use myAssetReference. The code seems to stay stuck on the await statement. Jan 18, 2015 · We're gonna need to see the rest of the method/code to have any idea what the issue is. Load and instead use Addressables. Due to the cached handle, this load cannot be called again to load or increase the reference count. In the mean time, I suggest trying to use individual asset load statements/yields, see if those will each work asynchronously. egkqogj zcl rrszd fmryfll hmihq fpfh wgimqgu lnmue kugvf nwemerv