Addressable "key": /Assets/ .. directory path

The string “key” variable all over the documentation is a great source of confusion for most people, or at least that is what I am reading in Unity forums in plain English language.

So here is a simple explanation where to get it:

https://docs.unity3d.com/Packages/com.unity.addressables@1.19/manual/InstantiateAsync.html

See attached screenshot.

public void load()
{

Caching.ClearCache();

string key = “Assets/RPGCombatSystem/Prefabs/Player.prefab”;

Addressables.LoadAssetAsync(key).Completed+=(async)=>
{
Debug.Log(“Async asset load done!!!”);
//SceneManager.UnloadSceneAsync(“loadingscene”);
};
}

Basically the relative /Asset/… path for any Addressable item including scenes. Could this path be arbitrarily placed anywhere else, I would say “I do not want to find that out!”. So I am quite contented with this way of setting up the key variable.

Dara

I tested the code by measuring the inbound network traffic and the size of my Anime player and they matched.

D