Hello! I’m using Addressables 1.18.19 in Unity 2020.3. As part of a build workflow, I’d like to be able to run an editor script that essentially checks that the addressable groups have been built, and if possible, makes sure the assets they contain are loadable.
My script’s strategy is to set the play mode script to “Use Existing Build”, then initialize Addressables, then load all located resource keys. However, doing so seems to use the asset database and not the built groups (e.g. if I clear the build cache and groups, it still works).
Is there a way to loads assets using the built groups directly?