Addressable Asset System is a technical term that is extremely important in rendering and optimizing game graphics (technical art). An explanation of a framework that is a next-generation asset management/loading system in Unity that performs ultra-lightweight dynamic loading/memory management by simply specifying a unique string (address) regardless of where assets are physically stored (local, cloud, etc.).
Real-world analogy: Smart delivery DX where there is no need to know the physical shelf location of a huge amount of packages in a warehouse (local or overseas server), just a ``management number (address)'' that is delivered to the delivery person instantly
You can stop living with all your huge assets (baggage) piled up in your room (built-in memory), automatically order them from an external huge warehouse (cloud) using your management number (address) only when necessary, and immediately send them back (memory release) when you are finished using them, so you can always keep your room clean and spacious.
Figure: Infographic that clearly illustrates the basic processing flow and mechanism of the Addressable Asset System in Japanese.
Detailed mechanism and operating principle
Set assets as "Addressable" and strictly implement asynchronous loading such as `Addressables.LoadAssetAsync