Addressables Demo
Overview
This sample wires TransitionManager to Unity Addressables so that target scenes are streamed from groups rather than embedded in the build. The graph stays the source of truth for the world structure; Addressables handle the loading.
What's inside
- A
WorldGraphContainerwith 3 hub scenes and 3 streamed sub-scenes. - An
AddressableSceneLoaderregistered as a customISceneLoaderfor WGE. - Pre-configured Addressable groups with one scene per group.
How to run
- Download the archive and extract it.
- Open the project in Unity 2022.3 LTS or Unity 6.
- Run
Window → Asset Management → Addressables → Groups → Build → New Build → Default Build Script. - Open
Assets/Scenes/Hub.unityand press Play.
Key files
Assets/Scripts/Loaders/AddressableSceneLoader.cs— drop-inISceneLoaderimplementation.Assets/Scripts/Bootstrap/LoaderBootstrap.cs— installs the loader before any WGE transition.Assets/AddressableAssetsData/AssetGroups/*.asset— pre-configured groups.
Caveats
- Build the Addressables content at least once before pressing Play, otherwise scene loads will fail.
- The demo targets the synchronous
LoadSceneAsyncpath;WaitForCompletion()is avoided.