
One or more providers use those locations to find the content and then return it to the device. The system decodes the address into a location, which consists of the data generated during the build about what the asset is, its dependencies, whether it’s local or remote and so on.įrom the Catalog, the request passes through the Provider system. In the Addressables workflow, the request first passes through the Catalog system. Common examples of assets include Prefabs, textures, materials, audio clips, and animations.Īddressables abstracts asset bundles to make content management more efficient, while containing the asset and all of its underlying data.

An asset is content that you use to create your game or app. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it. Once an asset (e.g., a Prefab) is marked “addressable,” it generates an address that can be called from anywhere.
