Addressables
Xorin can inspect and safely change Unity Addressables configuration, validate runtime keys and references, build content, and verify Addressable scene loading.
Install com.unity.addressables version 1.19.0 or newer in the Unity project to use these workflows. Xorin does not install, remove, or upgrade Addressables automatically, and continues to work when the package is absent.
Inspect the current configuration
Inspection is read-only and is available in Ask mode. Xorin can report:
- The installed package version and whether Addressables settings are initialized.
- Groups, group configuration, default-group state, entries, addresses, labels, profiles, and the active profile.
- Addressable scenes alongside scenes from Build Settings and the Asset Database.
- Existing direct Addressables calls, custom loader services, typed key constants, and
AssetReferenceusage discovered in project code.
Initialize settings and manage groups
- Initialize Addressables settings when the package is installed but the project has not been configured yet.
- Create a group using an existing group as a template or the standard local packed configuration.
- Set an exact existing writable group as the default without renaming, deleting, or emptying the previous group.
If the project is already configured, its existing Addressables settings are preserved rather than reset.
Manage entries, addresses, and labels
Xorin can make a project asset Addressable, remove or move an entry, set its exact runtime address, and add or remove labels. It refuses ambiguous assets, duplicate addresses, missing groups, and unsafe text values before writing.
Supported changes appear under Changes applied, where you can inspect them before choosing Keep changes or Undo changes. Xorin confirms the requested result before reporting success.
Generate loading code and assign AssetReference fields
When generating runtime loading code, Xorin follows the approach already used by the project, such as an existing loader or service, typed key constants, or direct Addressables calls. It does not replace an Addressables workflow with scene build indices.
Supported serialized AssetReference fields can be assigned through the normal component-property workflow. Xorin checks field compatibility and verifies that the referenced asset resolves as an Addressable entry.
Validate Addressables
Read-only validation can identify:
- Duplicate or empty addresses, missing assets or GUIDs, and entries attached to missing groups.
- Unresolved or incompatible
AssetReferencefields in supplied assets or currently open content. - Addressable scenes also enabled in Build Settings.
- Exact code keys that do not exist and dynamic keys that require manual review.
- Missing active profiles, unresolved build or load paths, and mismatched local or remote path pairs.
Validation reports evidence and severity. Dynamic keys are flagged for review rather than automatically treated as broken.
Build Addressables content
Full and content-update builds must be an explicitly approved step in Plan mode. Xorin requires an exact profile and the current active build target. Content-update builds also require the previous content-state .bin path.
The build uses Unity's Addressables APIs, reports duration, output paths, warnings, and errors, and restores the previously active profile. It never switches build targets, uploads to a CDN, deletes old output, or treats generated build output as undoable.
Load and verify an Addressable scene
For a runtime-load request, Xorin resolves an exact configured address, enters Play Mode when necessary, loads and activates the scene asynchronously through Addressables, and verifies the result. A successful load leaves Unity in Play Mode so you can inspect the runtime state.
Ask to open a scene for editing to use the normal path-based Editor workflow. Ask to load an Addressable scene at runtime to enter or use Play Mode and call Addressables with an exact key.
Current limits
- No automatic package installation or upgrade.
- No group rename or deletion, bulk entry changes, or project-wide address rename refactor.
- No custom group-configuration authoring, CDN upload, or remote deployment.
- Build output and external deployment state are not restored by Undo changes.