μ—μ…‹λ²ˆλ“€μ΄λž‘ μ–΄λ“œλ ˆμ„œλΈ”μ΄λž‘ 같은건쀄 μ•Œμ•˜λŠ”λ°

μ•Œκ³ λ³΄λ‹ˆ μ–΄λ“œλ ˆμ„œλΈ” 되게 μ‚¬μš©ν•˜κΈ° νŽΈν•œ 것 κ°™μ•„μ„œ λ°°μš°λŠ” 쀑.


근데 ν”„λ¦¬νŒΉ λ§Œλ“€μ–΄μ£Όκ³  기쑴에 ν”„λ¦¬νŒΉμ— λΆ™μ–΄μžˆλŠ” μ»΄ν¬λ„ŒνŠΈ μΈμŠ€νŽ™ν„°μ°½μ—μ„œ λŒμ–΄λ„£μ–΄ 주듯이

μ–΄λ“œλ ˆμ„œλΈ” 그룹에 등둝해둔 ν”„λ¦¬νŒΉμ„Β 


Addressables.LoadAssetAsync<ν”„λ¦¬νŒΉμ— 뢙은 μ»΄ν¬λ„ŒνŠΈνƒ€μž…>(μ£Όμ†Œ) μš”λŸ°μ‹μœΌλ‘œ κ°€μ Έμ˜€κ³  싢은데


ν•΄λ³΄λ‹ˆκΉ μ•ˆλ¨.


Addressables.LoadAssetAsync<GameObject>(μ£Όμ†Œ)λŠ” 잘 λ˜λŠ” 쀑.


μ—¬κΈ°μ„œ κ·Έλƒ₯ κ²Ÿμ»΄ν¬λ„ŒνŠΈ μ¨μ„œ 가져와도 λ˜κ² μ§€λ§Œ


μ—μ…‹λ ˆνΌλŸ°μŠ€ μƒμ†λ°›μ•„μ„œ μΈμŠ€νŽ™ν„°μ—μ„œ ν•΄λ‹Ή μ»΄ν¬λ„ŒνŠΈ guidκ°€μ Έμ™€μ„œ λ“±λ‘ν•˜λŠ” 방식이 μžˆλŠ”κ±Έλ³΄λ©΄

https://docs.unity3d.com/Packages/com.unity.addressables@1.20/manual/AssetReferences.html

Β 

μΈμŠ€νŽ™ν„° μ•ˆμ“°κ³  μŠ€ν¬λ¦½νŠΈμƒμ—μ„œλ„ 될 것 같은데

μΈμŠ€νŽ™ν„°μ—μ„œ μ—μ…‹λ ˆνΌλŸ°μŠ€ 등둝 μ•ˆν•΄μ£Όκ³  μŠ€ν¬λ¦½νŠΈμ—μ„œλŠ” μ–΄λ–»κ²Œ κ°€μ Έμ˜¬ 수 μžˆμ„κΉŒ?