Smart Reference
version 2.0.0
Summary
Smart Reference is a Unity plugin that enables lazy loading asset references in ScriptableObject and MonoBehaviour.
In Unity, referencing assets directly creates implicit dependencies.
When the MonoBehaviour or ScriptableObject is loaded, all referenced assets are loaded immediately, which can lead to slow startup times and unnecessary memory usage, especially in data driven projects.
Smart Reference solves this by allowing you to reference assets without loading them upfront, while keeping the same editor workflow. Assets are only loaded when you use them at runtime.
Quick Start
1. Replace direct Unity references with SmartReference<T>
In the Inspector, SmartReference
using UnityEngine;
using SmartReference.Runtime;
public class MonsterData : ScriptableObject
{
public SmartReference<GameObject> prefab;
public SmartReference<Sprite> icon;
public string description;
}
2. Initialize Smart Reference at startup
Choose the loader that matches your project setup.
Addressables (recommended)
using SmartReference.Runtime;
SmartReference.InitWithAddressablesLoader();
Resources
using SmartReference.Runtime;
SmartReference.InitWithResourcesLoader();
Custom Loader
SmartReference.InitWithCustomLoader(new MyCustomLoader());
Initialization must happen once, before any SmartReference is accessed.
3. Load assets when needed
Asynchronous Loading with UniTask (recommended)
var prefab = await monsterData.prefab.LoadAsyncUniTask();
Instantiate(prefab);
Asynchronous Loading with C# Async/Await
var prefab = await monsterData.prefab.LoadAsyncTask();
Instantiate(prefab);
Asynchronous Loading with Callbacks
monsterData.prefab.OnAsyncLoadComplete += go =>
{
Instantiate(go);
};
monsterData.prefab.LoadAsync();
Synchronous Loading
var prefab = monsterData.prefab.Load();
Instantiate(prefab);
Supports
If you have questions or feedback:
- Leave an issue at GitHub Issues
- Leave a comment at Asset Store
- Email: bjjx1999@live.com
Thank you for your support!