Addressables.LoadAssetAsync lacks built‑in timeout parameter
0 reputation · 14 Apr 2022, 02:59 UTC
Developers need to enforce a maximum wait time when loading assets with Unity's Addressable Asset System so that stalled requests do not consume bandwidth or block the main thread.
The current Addressables.LoadAssetAsync overload accepts a CancellationToken but does not provide a built‑in timeout argument, requiring callers to create a linked CancellationTokenSource tied to a Task.Delay.
Because the timeout logic is left to the user, teams often implement ad‑hoc solutions that may forget to dispose of the linked token source, leading to lingering background tasks and potential memory leaks.
What is the recommended pattern for linking a timeout to a CancellationTokenSource when using Addressables.LoadAssetAsync? How should developers ensure proper disposal of the linked CancellationTokenSource across different load scenarios? Is there a plan to expose a timeout parameter in a future Addressables release?