--- uid: samples-overview --- # Addressables samples The Addressables package contains samples that you can import into your project. To access the samples go to **Window** > **Package Management** > **Package Manager** > **Addressables**, and then select the **Samples** tab. These samples include examples on how to disable asset importing during a build, creating custom build and Play mode scripts, and providing an `AddressableUtility` class. When you download and import a sample, it's placed inside the `Assets/Samples/Addressables/{AddressablesVersionNumber}` path of your project. |**Sample**|**Description**| |---|---| |**Addressables Utility**|Contains a set of utility functions for Addressables. The script contains a static method `GetAddressFromAssetReference` which provides the Addressable address used to reference a given `AssetRefence` internally.| |**ComponentReference**|Creates an AssetReference that's restricted to having a specific component. For more information refer to the ComponentReference sample project located in the [Addressables Samples](https://github.com/Unity-Technologies/Addressables-Sample) repository.| |**Custom Analyze Rules**|Create custom AnalyzeRules to use in the [Analyze window](analyze-addressables-window.md). Both rules follow the recommended pattern for adding themselves to the UI.| |**Custom Build and Playmode Scripts**|Includes two [custom scripts](xref:addressables-api-build-player-content):For these examples, the build and load paths used by default are `[UnityEngine.AddressableAssets.Addressables.BuildPath]/[BuildTarget]` and `{UnityEngine.AddressableAssets.Addressables.RuntimePath}/[BuildTarget]` respectively.

The `ScriptableObject` of the class has already been created, but you can use the Create menu to make another `ScriptableObject`. For this `CustomPlayModeScript` the create menu path is **Addressables > Content Builders > Use CustomPlayMode Script**. By default, this creates a CustomPlayMode.asset ScriptableObject. The same goes for the `CustomBuildScript`.| |**Disable Asset Import on Build**|Provides a script that disables asset importing during a player build. This improves build performance because AssetBundles are copied into StreamingAssets at build time. This sample is only relevant for Editor versions before 2021.2. In 2021.2+, the Editor provides the ability to include folders outside of `Assets` into `StreamingAssets`.

When the sample is imported into the project, a player build without asset importing can be triggered by the new menu item **Build/Disabled Importer Build**. The build output is placed into `DisabledImporterBuildPath/{EditorUserBuildSettings.activeBuildTarget}/` by default. The sample class `DisableAssetImportOnBuild` can be edited to alter the build path.| |**Import Existing Group**|Contains a tool that imports group assets, for example from a custom package, to the current project.

The tool is located under `Window/Asset Management/Addressables/Import Groups`. The window requires a path to the `AddressableAssetGroup.asset` scriptable object, a name for the group, and a folder for any schemas related to the imported `AddressableAssetGroup`.| |**Prefab Spawner**|Provides a basic script that instantiates and destroys a prefab `AssetReference`. To use the sample, attach the provided script, `PrefabSpawnerSample`, to a GameObject in your scene. Assign an Adressable asset to the `AssetReference` field of that script. If you're using the `Use Existing Build` Play mode script, ensure that your Addressable content is built. Then, enter Play mode.| ## Additional resources * [Build Addressable assets from scripts](build-scripting-builds.md) * [Referencing Addressable assets in code](AssetReferences.md) * [Analyze Addressable layouts](analyze-addressable-layouts.md)