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@Badgerdox
Last active November 18, 2019 02:40
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CreatedAssets.cs #1
public class CreatedAssets : MonoBehaviour
{
private LoadedAddressableLocations _loadedLocations;
[field: SerializeField] private List<GameObject> Assets { get; } = new List<GameObject>();
private void Start()
{
CreateAndWaitUntilCompleted();
}
private async Task CreateAndWaitUntilCompleted()
{
_loadedLocations = GetComponent<LoadedAddressableLocations>();
await Task.Delay(TimeSpan.FromSeconds(1));
await CreateAddressablesLoader.ByLoadedAddress(_loadedLocations.AssetLocations, Assets);
foreach (var asset in Assets)
{
//ASSET IS CREATED AND IN THE LIST
//PERFORM ADDITIONAL ACTIONS HERE
Debug.Log(asset.name);
}
}
}
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