unity-addressables

Manage Unity Addressables groups, entries, profiles, and content builds via reflection.

Updated Aug 18, 2026
One-click install
npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-addressables-ethanjpope
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-addressables
Source: https://github.com/ethanJPope/Our-Main-Hackathon-Game/tree/main/.agents/skills/unity-skills/skills/addressables
Command: npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-addressables-ethanjpope

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Automating Unity Addressables authoring from the Editor normally requires direct package references and manual work in the Groups window; this Skill exposes group creation, asset entry assignment, profile switching, and content builds as callable operations that resolve through reflection, so it works whether or not the package is installed. ## Core Features & Use Cases - Group and Entry Management: Create Addressables groups (with automatic rename-on-collision reporting) and add or move asset entries by project-relative path with optional custom addresses. - Profile and Build Control: Read and switch the active Addressables profile, then trigger AddressableAssetSettings.BuildPlayerContent for the current build target. - Safe Probing: The addressables_check_installed skill reports installed/configured state first, returning structured MISSING_PACKAGE or TARGET_NOT_FOUND errors instead of failing silently. - Use Case: A CI-style assistant workflow checks that com.unity.addressables is installed, creates a "RemoteContent" group, adds Assets/Prefabs/Enemy.prefab to it, switches to the production profile, and runs the content build. ## Quick Start Ask the assistant to check whether Addressables is installed and configured in this Unity project, then create a new group and add a specific asset to it.

Frequently Asked Questions about unity-addressables

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create an Addressables group and add assets in Unity?

Call addressables_group_create with a group name, then addressables_group_add_entry with the asset path and group name. Always use the returned groupName, since creation renames on collision (e.g. TestGroup becomes TestGroup1) instead of failing.

How to build Addressables content from the Unity Editor?

Use addressables_build, which calls AddressableAssetSettings.BuildPlayerContent for the current active build target. It blocks the Editor main thread, so raise the client timeout; a socket timeout does not cancel the build.

Does this work if the Addressables package is not installed?

Only addressables_check_installed works without the package; it reports installed and configured state. All other skills return a structured MISSING_PACKAGE error, or TARGET_NOT_FOUND if the AddressableAssetSettings asset has not been created yet.

Why did my Addressables group get a different name than requested?

Addressables dedupes group names by appending a counter rather than failing, so addressables_group_create returns renamed: true with the actual groupName and your requestedName. Feeding the requested name into follow-up calls is the most common failure.

Can I remove entries or rename addresses with Unity Addressables automation?

No. Entry removal, entry listing, address renaming, profile creation, group schema editing, and Analyze rules are not exposed; use the Addressables Groups window for those. Adding an asset that already belongs to another group moves it instead of copying.