So that I don’t bother loadingAsync?
In edit mode in the editor I can check if.editorAsset != null, as shown below, but in a build what is the if statement? I couldn’t find it anywhere…
public AssetReference audioAddressable;
public void Whatever() {
if (audioAddressable.editorAsset != null) {
// load the asset because something is selected.
// This "if" only works in editor I believe, since ".editorAsset"
// can't be compiled in code that exports.
}
}