Asset ReferencesGame Creator 2 Module

#Streaming & Addressables

Direct references are the default. Streamed references use Unity Addressables for dynamic loading while preserving the same selectors and IDs.

#Direct vs Streamed

ModeBest forRuntime behavior
DirectSmall or always-needed assets, simple projects, fast setup.Serialized asset reference is cached and resolved synchronously.
StreamedLarge optional content, memory-sensitive assets, delayed loading.Asset is registered in Addressables and loaded through the Addressables-backed loader.

#Addressables Dependency

Addressables is required only for Streamed references. If the package is missing, the database shows Addressables Not Installed and offers an inline install path.

#Streaming Settings

When an entry is set to Streamed, its Streaming Settings panel controls:

  • Address: defaults to the Reference ID.
  • Group: defaults to the package's Asset References group.
  • Labels: defaults from tags and category.
  • Preload policy.
  • Release policy.
ScreenshotOpen full size
Streaming Settings panel showing synchronized Addressables address, group, labels, preload policy, and release policy
Streaming Settings panel showing synchronized Addressables address, group, labels, preload policy, and release policy

#Sync Status

The editor displays live streamed metadata status:

StatusMeaning
SyncedReference settings and Addressables metadata match.
MismatchAddress, group, labels, or GUID registration drifted. Use Sync Now or Repair Streamed.
Addressables Not InstalledStreamed references need the Addressables package to load at runtime.

#Preload Policies

PolicyBehavior
AutoLoad on demand when first requested.
Preload On StartPreload when the game startup sequence is finished.
On Scene LoadPreload when a scene is loaded.
ManualNever preload automatically; use C# or GC2 instructions.

#Release Policies

PolicyBehavior
AutoRelease streamed assets when the active scene changes.
ManualKeep streamed assets loaded until code or instructions release them.
ImmediateRelease immediately after resolve; useful for prefab instantiation patterns.

#Runtime Debugging

Use the Runtime Debugger to inspect loaded/unloaded state, preload streamed references, release streamed references, ping assets, inspect usages, and validate health during Play Mode.

ScreenshotOpen full size
Runtime debugger panel showing loaded and unloaded references
Runtime debugger panel showing loaded and unloaded references