Method TryLoadBlocking
TryLoadBlocking<T>(string, out T)
Blocking acquire for development tooling only — cheats, test helpers, and editor-only inspector lists. Deliberately not a fourth door for gameplay; the three above stay the whole runtime contract.
It exists because those callers genuinely cannot await: a cheat is a UI button, a test spawn helper is
called from inside a synchronous test body, and the editor quit tidy-up must not await the player loop.
Their old code was Addressables.LoadAssetAsync(...).WaitForCompletion(), which is the same stall
with a worse failure mode, so nothing gets slower here. What changes is that the failure is now legible
(false plus a caller-reportable address) instead of a null nobody expected, and the load goes through the
same provider as everything else.
Resident first: a caller that acquired the asset properly pays nothing.
public static bool TryLoadBlocking<T>(string address, out T asset) where T : Object
Parameters
addressstringassetT
Returns
Type Parameters
T