Introduction to Modding Unity Games With Addressables |

Use Unity Addressables to make it easy to let users create mods, enhancing the user experience and expressing their creativity through your game.

This is a companion discussion topic for the original entry at

I’m working on an application in Unity which requires managing user-imported textures and models. I was hoping it would be possible to use Addressables here, but so far, I haven’t been able to find a way to do it.

Currently, I’m managing all the imported resources by loading them with UnityWebRequests and saving them as files locally and remotely (on Amazon S3). This way, the user can quickly load the textures that are saved locally, but also has access to them if they log in from another device.

My understanding of Addressables is that the build process must happen in the editor, and that I can’t use Addressables to manage any dynamically loaded assets, like my textures. Is this true?

I’ve wrapped references to these textures in different classes, and managing their lifetime is becoming more and more of a pain. I’m hoping there’s a way to load a texture once using UnityWebRequest, and then incorporate that texture into a built AssetBundle or something similar at runtime, so that it can be treated just like any other pre-built Addressable asset.

TL;DR: Is it possible to use Addressables with assets loaded at runtime from image files, for example?