Addressables needs ResourceManager?

I’m sure this has been asked a billion times but I can’t seem to find information to fix this issue in any of my searches last night or this morning.

I’m trying to use Addressables, but when I use Addressables.LoadAssetAsync<> (the only version that isn’t depreciated) it seems to return something that uses the UnityEngine.ResourceManager namespace. If I don’t use the return then a UnityEngine.ResourceManager namespace object is passed to the callback.

I’ve done enough digging to know that this is a package… but it’s not on my package list. I’ve tried adding it to the manifest file, which does make it show up, but then I get errors to the effect of “Ignoring asset refresh … because the folder hasn’t been imported.” on both the ResourceManager and the Adressables package.

This is extremely frustrating. I’m on Unity2018.4.8f1.

Turns out I needed to add it to the Assembly Definition references for the test environment. Still getting used to that.