Addressable Manager is a Wrapper Package, that makes it easier to use, handle and manage the addressable.

Getting Started

We simplify addressable usage to just this

AssetReference<GameObject> reference;
var prefab = await reference.LoadAssetAsync();
// or
var prefab = await reference.LoadAssetAsync(true); //allows to use editor asset when on editor

Using Asset Reference

This package support AssetRefernce for GameObject, MonoBehaviour and Scene.

Use AssetReference<T>

this is quite general for all asset, usually for GameObject and ScriptableObject

AssetReference<GameObject> reference;
var prefab = await reference.LoadAssetAsync();
// or
var prefab = await reference.LoadAssetAsync(true);

Use AssetReferencePrefab<T>

this part allows you to load component in a prefab derriven from MonoBehavior, instead of using gameobject

AssetReferencePrefab<CustomClass> componentRef;
CustomClass prefab = await componentRef.LoadPrefab();

Use AssetReferenceScene

this specifically for scene, and you can use load and unload scene

AssetReferenceScene sceneRef;

if (isUnloadScene)
{
    await sceneRef.UnloadSceneAsync();
}
else
{
    await sceneRef.LoadSceneAsync(LoadSceneMode.Additive);
}

for scene, you may want to preload your scene in advance, you can do it like this for preload