Hi, still getting a handle on things. As documentation suggests AssetReference.Asset should be set once the async load operation completes, but I’m not seeing that be the case. Please let me know what I have mixed up. Thank you!
Unity 19.4.17f1
Addressables 1.18.15
Play Mode Script: All have same result
Docs:
Asset
The loaded asset. This value is only set after the IAsyncOperation returned from LoadAsset completes. It will not be set if only Instantiate is called. It will be set to null if release is called.
public class test : MonoBehaviour
{
public AssetReference assetRef;
// Start is called before the first frame update
IEnumerator Start()
{
Debug.Log(assetRef.Asset == null); //true
var handle = Addressables.LoadAssetAsync<GameObject>(assetRef);
yield return handle;
Debug.Log(handle.Status); //Succeeded
Debug.Log(assetRef.Asset == null); //true
Debug.Log(handle.Result == null); //false
}
}