What problem does it solve? Runtime asset loading in Unity often relies on legacy Resources.Load calls and unmanaged handles, causing memory leaks, orphaned assets, and failed loads without error handling. This Skill enforces a consistent Addressables-based pipeline with paired release calls and status checks. ## Core Features & Use Cases - Safe Async Loading Patterns: Provides ready-to-use C# templates for Addressables.InstantiateAsync, LoadAssetAsync, and label-based batch loading with UniTask and CancellationToken integration. - Memory Release Enforcement: Maps every load scenario (prefab instances, assets, batches, scenes) to its correct release method so no handle is left orphaned. - Mobile Group Strategy: Defines Addressable group organization (Built-In, Remote-Static, Remote-Dynamic, Preload) and a 150-200 MB per-scene GPU memory budget for mobile titles. - Use Case: When migrating a Unity mobile game away from Resources.Load, use this Skill to rewrite spawners and scene loaders with Addressables, add loading-screen progress reporting, and verify every handle is released in OnDestroy. ## Quick Start Ask the AI to refactor a MonoBehaviour that uses Resources.Load into an Addressables-based loader with proper error handling and release logic.