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unity-addressableslisted

Use when managing asset loading — Addressables vs Resources vs direct references, async loading patterns, memory management, group strategies, and content update workflows.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Unity Addressables Deep decision framework for asset loading and memory management in Unity. Covers when to adopt Addressables over Resources or direct references, group design, async loading with `AsyncOperationHandle`, memory lifecycle (load → use → release), ref-counting patterns, and content update workflows via CCD. Untracked handles are the most common source of memory leaks in Addressables projects. ## When to Apply Activate when the conversation involves: - Deciding whether to use Addressables, Resources, or direct serialized references for an asset - Loading or instantiating an asset at runtime from a path or label - Tracking and releasing `AsyncOperationHandle` instances to avoid memory leaks - Designing Addressable groups (by scene, feature, update frequency) - Preloading assets before a scene or gameplay segment begins - Streaming downloadable content or supporting remote catalogs - Diagnosing unexpectedly high memory from loaded-but-unreleased assets Do NOT activate for in-scene prefab wire-up where the asset is always needed and always loaded — that belongs to `hades:prefab-architecture`. For questions about how scenes themselves are structured and loaded, see `hades:scene-architecture`. ## Project Context Check Before making recommendations, gather project-specific context so advice is calibrated to the actual codebase. 1. **Check if Addressables is already in use:** - Call `search_by_name("*AddressableAsset*")` — finds AddressableAssetSettings, Add