Invented or stale keys
Generated code can compile while pointing at an address that does not exist.
Xorin inspects how your Unity project already uses Addressables, makes bounded changes, validates the configuration, builds content, and verifies an exact scene at runtime.
7 days · $40 in credits · No card required
encounters/boss-temple is active in Play Mode
Addressables problems often survive compilation. The wrong key, incompatible reference, or mismatched path can fail later during a content build or when the player tries to load it.
Generated code can compile while pointing at an address that does not exist.
An AssetReference may be unresolved or incompatible with its field.
Profiles can contain unresolved or inconsistent build and load path pairs.
An Addressable scene is not the same as opening a scene asset for editing.
One supported workflow, with the project conventions and approval boundaries visible at every consequential step.
Read settings, profiles, groups, schemas, entries, labels, scenes, loaders, exact keys, and references.
Create supported groups, manage entries and labels, and set exact addresses without resetting existing settings.
Follow the project's loader and key conventions, generate compatible code, and assign supported references.
Report configuration evidence, then run an explicitly approved build against the active target.
Resolve an exact configured scene address, load it through Addressables, and verify that it becomes active.
Inspection and validation stay read-only. Supported mutations are visible for review. Content builds require explicit Plan-mode approval. Runtime tests use the exact configured key instead of a guessed substitute.
Read about safety and change review
Addressables support is optional and activates when
com.unity.addressables 1.19.0 or newer is installed.
Xorin does not add, remove, or upgrade the package automatically.
Start read-only, approve a bounded change, or verify an exact scene that is already configured.
“Inspect our Addressables groups, profiles, scenes, and duplicate runtime addresses. Do not change the project.”
“Add @MainMenu.unity with exact address scenes/main-menu, validate the setup, and show me the plan before changing anything.”
“Load the Addressable scene with exact key scenes/main-menu at runtime and verify that it becomes active.”
Bring Xorin into the Unity project where your Addressables work already lives.
7 days · $40 in credits · No card required