Unity Addressables
Why Addressables (vs Resources / direct refs)
Resources/includes everything in build → forces every asset in memory.- Direct prefab references → load immediately with the scene.
- Addressables: lazy, async, remote-capable, content-update-friendly.
AssetReference
public class EnemySpawner : MonoBehaviour {
[SerializeField] private AssetReferenceGameObject enemyPrefab;
[SerializeField] private Transform spawnPoint;
public async void Spawn() {
AsyncOperationHandle<GameObject> handle =
enemyPrefab.InstantiateAsync(spawnPoint.position, Quaternion.identity);
var enemy = await handle.Task;
// listen for destroy → release
enemy.GetComponent<Enemy>().Killed += () => Addressables.ReleaseInstance(enemy);
}
}
InstantiateAsync reference-counts; release with ReleaseInstance to free memory.
Loading by label
var handle = Addressables.LoadAssetsAsync<AudioClip>("music", null);
var clips = await handle.Task; // all assets with label 'music'
// later
Addressables.Release(handle);
Build profiles
- Development — local groups, fast iteration.
- Release — remote groups (CDN URL), packed bundles.
Set in Window > Asset Management > Addressables > Profiles. CI builds invoke Addressables.BuildPlayerContent() or AddressablesPlayerBuildResult.
Content updates (without rebuilding the player)
- Mark a group as Content Update Restriction = Can Change Post Release.
- Build content → produces
addressables_content_state.bin(commit). - Later,
Build > Update a Previous Build→ produces incremental bundles → upload to CDN. Player downloads the new catalog on launch.
Cloud Content Delivery (Unity Gaming Services)
- Bucket per environment (dev/staging/prod).
- Badge tags ("release-1.2") to pin clients to specific releases.
- Authentication via UGS for entitled content.
Anti-patterns
| Anti-pattern | Fix |
|---|---|
Resources.Load for big asset graphs | Migrate to Addressables |
Forgetting to Release | Reference-count leaks → run Profiler memory snapshot regularly |
| Massive single group | Split by usage (per-level, per-language, music vs SFX) |
Sync WaitForCompletion on remote loads | Always async; show loading UI |
| Different bundle compression per platform forgotten | Default LZ4 for all desktop/mobile; Uncompressed for WebGL on tiny assets |
Production checklist
- No
Resources/folders left in production code paths - Groups split by load pattern
- Labels used for batch loads (music, vfx-rare, boss-only)
- CDN URL profile-driven, not hardcoded
-
addressables_content_state.binchecked into git - CI builds Addressables before player build
- Memory profiler shows expected residency after scene load