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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 WorldGraphContainer with 3 hub scenes and 3 streamed sub-scenes.
  • An AddressableSceneLoader registered as a custom ISceneLoader for WGE.
  • Pre-configured Addressable groups with one scene per group.

How to run

  1. Download the archive and extract it.
  2. Open the project in Unity 2022.3 LTS or Unity 6.
  3. Run Window → Asset Management → Addressables → Groups → Build → New Build → Default Build Script.
  4. Open Assets/Scenes/Hub.unity and press Play.

Key files

  • Assets/Scripts/Loaders/AddressableSceneLoader.cs — drop-in ISceneLoader implementation.
  • 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 LoadSceneAsync path; WaitForCompletion() is avoided.