How to detect if an AssetReference is set to "None"?

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.
     }
}
if(audioAddressable.RuntimeKeyIsValid())
1 Like

Awesome, thank you!