private string GetAddressableName(AddressableAssetGroup group, UnityEngine.Object obj)
{
var setting = AddressableAssetSettingsDefaultObject.Settings;
UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out string guid, out long localid);
var temp = setting.FindAssetEntry(guid);
if (temp == null)
{
//없으면 생성하는 코드
//entry = Settings.CreateOrMoveEntry(guid, group, false, false);
}
return temp.address;
}
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