Table of Contents

Method TryLoadBlocking

Namespace
GrindFest.Content
Assembly
GrindFest.dll

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

address string
asset T

Returns

bool

Type Parameters

T