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How to load assets synchronously in addressable asset system.

Discussion in 'Addressables' started by Lee-Gyein, Oct 9, 2019.

  1. Lee-Gyein


    Apr 28, 2016
    Is Unity planing to support for synchronous loading of Addressable Asset?

    We are developing a game and recently we've tried to migrate from old asset bundle system to addressable asset system.

    However Our system was already constructed to load almost resources synchronously and it would be so painful and take a lot of time to change it asynchronous. So we are looking for a way to load resources synchronously with addressable asset.

    First I used 'LoadAssetAsync' function like below codes

    var handler = Addressables.LoadAssetAsync<GameObject>("SomeAddress");
    while (!handler.IsDone);

    Debug.Log("This line will never be called!!");

    But In this case, the property of 'IsDone' never changed. Is it right? If it is just a bug in the latest version of addressables I hope that unity fix it ASAP.

    And I've made some synchronous provider by referencing "SyncAddressables project in"
    Unfortunately this wasn't able to cover all cases too. In some cases like loading asset bundle with some dependencies, It didn't work.

    If Unity doesn't have a plan to support for it, Is there any other way to deal this? Is to change sync loading to async loading the only way I can?

    Last edited: Oct 9, 2019