Addressable Asset System - Getting Started

Addressable Asset System - Getting Started (revised)

The Latest1

See forum post for details1

Manual Docs1

Addressable Assets (preview)1

Resource Manager1

Scriptable Build Pipeline (preview)1


Unite Berlin ‘18: New Addressable Asset System for Speed and Performance (40 mins)1

2018-08-15 Addressable Asset System - Trash Dash in Unity 2018 (4 mins w/download)1

Preparing your project1

Using the Addressable Asset System demo project1

Setting up your project to use the Addressable Asset System2

Screenshots of Addressable Assets in the Editor2

Window Menu2

Addressables Window3



Asset Window Right Click4



Right Click Menu6

Play Mode Script6


Build / Content Update Workflow8

Hosting Services8

Addressable Profiler Window9

The Latest 

 See forum post for details

18-Oct-2018: New Now released: 0.4.6-preview
NOTE: on for iOS builds, turn off code stripping. There is a known bug that we are in-progress fixing.

Manual Docs

Addressable Assets (preview)

Resource Manager 

Scriptable Build Pipeline (preview)


Unite Berlin ‘18: New Addressable Asset System for Speed and Performance (40 mins)

2018-08-15 Addressable Asset System - Trash Dash in Unity 2018 (4 mins w/download)


Preparing your project

Note: Once Addressables are Discoverable in the Unity Package Manager, this section will become obsolete.

Using the Addressable Asset System demo project

Step 1: Download the Unity 2018.2.11f1 [or later] release.

Step 2: Download the

  • Unzip the archive

  • Open the folder in Unity

  • You are ready to run the demos.

    • The API_Demo scene shows functionality for the Developer

      • Assets/main (scene)

      • Assets/DemoActions.cs (sample code)

  • The SpaceShooter scene is a Sample Asteroid game

  • Assets/SpaceShooter/Scenes/main

  • Assets/SpaceShooter/Scripts/

Setting up your project to use the Addressable Asset System

Step 1: Open your project in Unity 2018.2.11f1 [or later] release and make sure it is compatible.

Step 2: Edit your Packages/manifest.json


    "dependencies": {

        "com.unity.addressables": "0.4.6-preview"



Screenshots of Addressable Assets in the Editor

Please refer to the Addressable Assets Manual for the latest information. 

Note: While Addressables are in Preview, the UI will be changing. Once the UI is set, we will move screenshots to the manual.

Window Menu


Addressables Window


Click Inspect Profile Settings loads the selected Profile in the Inspector. 

Or Click on the AddressableAssetsData asset to view the Settings in the Inspector. 

The AddressableAssetsData settings include General, Groups, Profiles, Labels, Data Builders, Group Schema Templates, and Initialization Objects.


  • Select Send Profiler Events to view asset bundle usage in the Addressables Profiler window.

  • Select Log Resource Manager to bump up your logging level.

Asset Window Right Click

Right Click in the Asset Window to Create: Group Schemas, Data Builders, or Initialization for Cache Settings. A new asset is created and the Inspector shows the attributes that can be set for the asset.


Click on a Group to view the Asset’s settings in the Inspector.


Right Click Menu

Local Default group

Play Mode Script


Click the Analyze button and the screen splits to show assets and their dependencies. See Analyzing your data in the manual for usage. 

Build / Content Update Workflow

See Content Update Workflow in manual for Build Menu usage.

Hosting Services

See Hosting Services in manual for usage.

Addressable Profiler Window

When running in Virtual or Packed Play Mode, you will be able to see your asset bundle usage via the Addressable Profiler window. In Fast Play Mode, only see the Event data at the top of the Profiler window, since no bundle information has been generated.



Click the plus sign to expand the selection and see its asset usage details. 

Click the right angle bracket to expand the asset dependencies loaded with the asset.

Long White Line, Click in the window then use your arrow keys (left, right) to move to different frames and see the number assets loaded (displayed in bubbles near the line).

The Blue Background indicates the selected asset.

The Green fill indicates the reference counts against asset bundles in memory.

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