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); } retur..