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Addressables needs ResourceManager?

Discussion in 'Addressables' started by sinjimonkey, Sep 28, 2019.

  1. sinjimonkey

    sinjimonkey

    Joined:
    Jul 31, 2013
    Posts:
    72
    I'm sure this has been asked a billion times but I can't seem to find information to fix this issue in any of my searches last night or this morning.

    I'm trying to use Addressables, but when I use Addressables.LoadAssetAsync<> (the only version that isn't depreciated) it seems to return something that uses the UnityEngine.ResourceManager namespace. If I don't use the return then a UnityEngine.ResourceManager namespace object is passed to the callback.

    I've done enough digging to know that this is a package.. but it's not on my package list. I've tried adding it to the manifest file, which does make it show up, but then I get errors to the effect of "Ignoring asset refresh .. because the folder hasn't been imported." on both the ResourceManager and the Adressables package.

    This is extremely frustrating. I'm on Unity2018.4.8f1.
     
  2. sinjimonkey

    sinjimonkey

    Joined:
    Jul 31, 2013
    Posts:
    72
    Turns out I needed to add it to the Assembly Definition references for the test environment. Still getting used to that.