Can I update a obj with script by addressables ?
时间: 2024-04-11 19:29:01 浏览: 115
Yes, you can update an object with a script using Addressables. Addressables primarily deals with loading and managing game assets, but you can use the loaded assets to update objects in your game.
Here's an example of how you can update an object with a script using Addressables:
```csharp
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
public class ObjectUpdater : MonoBehaviour
{
public AssetReference objectReference;
private GameObject instantiatedObject;
private async void Start()
{
await LoadObject();
UpdateObject();
}
private async Task LoadObject()
{
AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>(objectReference);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
{
instantiatedObject = Instantiate(handle.Result, transform.position, Quaternion.identity);
}
}
private void UpdateObject()
{
// Update the object here with your desired changes
instantiatedObject.transform.localScale = Vector3.one * 2f;
instantiatedObject.GetComponent<Renderer>().material.color = Color.red;
}
}
```
In the above example, we have a script called `ObjectUpdater` that loads and updates an object using Addressables. The `objectReference` variable is an AssetReference that points to the object you want to load.
In the `Start` method, we first load the object asynchronously using `Addressables.LoadAssetAsync`. Once the object is loaded, we instantiate it at the desired position. Then, in the `UpdateObject` method, you can make any desired changes to the loaded object. In this example, we scale it and change its material color.
Remember to attach the `ObjectUpdater` script to a GameObject in your scene and assign the appropriate AssetReference to the `objectReference` variable in the inspector.
I hope this helps! Let me know if you have any further questions.
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