Unity Addressables
Crystal Save can load its configuration assets through Unity’s Addressables system once you replace the default Resources workflow with Addressable entries.
Prerequisites
Unity Addressables package installed through the Package Manager. The
DefineSymbolsutility detects theUnityEngine.AddressableAssetsnamespace and sets theREMEMBERME_ADDRESSABLES_PRESENTscripting define automatically.

Existing Crystal Save assets generated by the onboarding wizard (for example
SaveSettings,PrefabRegistry,TagRegistry,SceneObjectRegistry,MigrationManager,SaveSlotMetadata) underAssets/Plugins/CrystalSave/Resources/

1. Install and verify Addressables
Open Window ▸ Package Manager, add Addressables.
Wait for the editor to recompile
2. Relocate the Crystal Save assets
Move the generated assets out of every Resources folder so Addressables can own their lifecycle. A common pattern is Assets/My Settings/Crystal Save/. The settings window already looks for assets anywhere in the project, so relocation will not break the editor tooling.
Assets to relocate:
SaveSettingsPrefabRegistryTagRegistrySceneObjectRegistryMigrationManagerSaveSlotMetadataAny module-specific registries you rely on (e.g., audio, texture, quest registries).
3. Mark the assets as Addressable
Open Window ▸ Asset Management ▸ Addressables ▸ Groups.
Drag each Crystal Save asset into an Addressables group.
For each asset, change the Address field to the key Crystal Save expects:
SaveSettingsPrefabRegistryTagRegistrySceneObjectRegistryMigrationManagerSaveSlotMetadataAdd matching keys for any module registry assets you use (audio clips, textures, quests, etc.).

Ensure no duplicate addresses remain; Crystal Save loads each asset via
AssetProvider.Load("<key>")at runtime.
The Addressables help window (question-mark button) summarizes these steps if you need a refresher.

4. Enable Addressables inside Crystal Save
Open Tools ▸ Crystal Save ▸ Settings ▸ Crystal Save Settings.
In either the settings window or the inspector, enable Use Addressables.

This flag drives
SaveSettings.useAddressablesand toggles the runtimeAssetProviderto prefer Addressables over Resources.
5. Build or update the Addressables catalog

Whenever you add or move the Crystal Save assets, rebuild the catalog:
Open the Addressables Groups window.
Choose Build ▸ New Build ▸ Default Build Script (or Update a Previous Build).
6. Verify the setup
Enter Play Mode and watch the console:
AssetProviderlogs an error if a key is missing from the Addressables catalog, reminding you to mark the asset and set its address correctly.WRONG SETUP:
CORRECT SETUP:
Prefab pooling, tag lookups, scene-object spawning, migrations, and metadata retrieval all rely on the assets listed above. If any feature fails, double-check that the corresponding asset is Addressable and shares the expected key.
Troubleshooting
Addressables toggle disabled – Install the Addressables package; the UI is hidden when the scripting define is missing.
Assets still created under Resources – Delete or move the old Resources copy; keep a single authoritative asset to avoid ambiguity.
Runtime still loading Resources – Verify
Use Addressablesremains enabled on theSaveSettingsasset and that the Addressables catalog was rebuilt after the change.
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