unity-addressableslisted
Install: claude install-skill TheArcForge/hades-plugin
# 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