I’ve looked at several tutorials regarding Addressables and it seems that loading an asset revolves around referencing it in the inspector, loading it in, and then finally instantiating it but putting this to use so far has been very confusing for me.
Let’s say I have a handful of GameObjects in one of my scenes and they all depend on different assets and have a fixed position in my scene:
- Does the Addressables system automatically mark every dependency under that GameObject (Texture2D, animations, Materials etc.) as an addressable?
- What if I wanted to load only a Texture2D that a GameObject depends on in which that GameObject already sits in a scene? In an extreme example, I tried to mark a Texture2D that was like 100MB as an Addressable and tried to do LoadAssetAsync with the push of a button but the asset was still being used even without pushing any button to load it.
- If I want to load several different GameObjects that are supposed to have several different fixed positions in the scene then what’s an easier way to make sure they are positioned correctly instead of instantiating after loading and then repositioning? Making a root GameObject and parenting all of the aforementioned GameObjects under it and then instantiating the root would work but that’s just so impractical to do so every time.