Ability to load an addressable asset with multiple labels?

Is it possible to load an addressable asset by passing a list of AssetLabelReferences?

This is the line i’m having issues with:
AsyncOperationHandle<IList<GameObject>> LoadingHandler = Addressables.LoadAssetsAsync<GameObject>(Label, null);

I’ve got addressables loading via one assetlabelreference perfectly for what I want.
Now, however i’d like to extend the system to allow selection of objects that only have all the labels I’m searching for.

Instead of just 1 label I’d like to provide a list, I was hoping that this would be a built in feature as I think you can provide a list of keys that can return a list of assets?

Everything I’ve tried so far hasn’t worked, I tried my own repeating addressable load, sorting through which assets matched which labels but it’s very slow and not very efficient.

Can anyone suggest any solutions here?

Cheers, Joe

Hey @JoWi_Uniform ,

Unfortunately this isn’t something currently supported. It has come up a few times though so it’s definitely something I’m sure we’ll get added in before too long. That said, I can’t promise anything even resembling the idea of a release date for something like this.

If anyone has implemented a solution I hope they’ll post it here for you to use.