In my project I need to load assets that are not in the scene during runtime. To do this, I put them in a folder called resources and load them asynchronously. Here I have no problems, everything goes very smoothly and quickly.
Today I decided to try Addressable Asset System. I downloaded the Addressable Asset System package, and marked an Asset that is located in a Resources folder as addressable. Addressable Asset System automatically moves the Asset from the Resources folder to a new folder in my Project named Resources_moved.
So after all this, I compiled my project and launched it on the phone. And now when I try load and instantiate those assets, the entire app freezes for about a second.
This is how I load an asset:
void LoadedAsset(string addressName){
UnityEngine.AddressableAssets.Addressables.LoadAsset<GameObject>(addressName).Completed += LoadDone;
}
void LoadDone(UnityEngine.ResourceManagement.AsyncOperations.IAsyncOperation<GameObject> obj){
_selfObject = obj.Result;
}