As the title says, I’m wondering how to load sliced sprites with Addressables.
private void LoadSprites()
{
AssetLabelReference label = new AssetLabelReference();
label.labelString = "Whatever Label";
var loading = Addressables.LoadAssetsAsync<Sprite>(label, LoadedSprite);
}
private void LoadedSprite(Sprite sp)
{
print ("Loaded Sprite " + sp.name);
}
This code works fine for any count of single sprite textures, but when you slice a Texture2D it will only ever return the first sprite it finds.
Any idea how to do this?