I’m using asset references in editor to filter addressable entries, but before I load the object, I actually want to check it against some cached addresses. The problem is, asset reference only has a runtime key, which is different from the entry address that you set in the editor.
Address caching is performed by going through the ResourceLocationMap and getting internalIDs. It seems that the location map has two entries with different keys for each asset, but there’s no straightforward way to tell one from the other.
Is there a built in solution that I’m missing?
Alternatively, is there a way to iterate over runtime keys in editor?