Hi, Imagine the scenario where you have a number of "players" in the scene and these players have their own set of inventory/armour. I rather pre-emptively determine what assets I need to render the scene at runtime and then let the rendering proceed as normal without having to worry about callbacks scattered everywhere. I can then provide a nice UX experience (ie. progress bar on scene load). Therefore ideally I would want to cache these assets in a dictionary where the key is the addressable string/key and the value is the actual asset. This would also encourage the use of methods like loadAssets instead of loadAsset. In order to make this use case possible, I have two requests: 1. Provide a getter for the Addressable string/key for any addressable asset (GameObject, Material, etc.) Right now, if you loop over the results from the complete callback of loadAssets, it's a collection of GameObjects with no way to access its Addressable string/key to use as the cache's key. 2. Provide another overloaded method for loadAssets that will take in a list of strings/keys - this will allow the selective and precise loading of only the assets that we care about at runtime as opposed to everything under a label. While this can be achieved by using loadAsset, it's a bit of a pain in the ass to set this up. Thoughts? Thanks!