--- uid: addressable-runtime --- # Use Addressables at runtime Once you have Addressable assets organized into groups and built into AssetBundles, you must load, instantiate, and release them at runtime. Addressables uses a reference counting system to make sure that assets are only kept in memory while they're needed. |**Topic**|**Description**| |---|---| |[Addressables initialization](InitializeAsync.md)|Understand how and when Addressables are initialized.| |[Memory management overview](MemoryManagement.md)|Understand how Unity manages Addressables memory.| |[Manage catalogs at runtime](LoadContentCatalogAsync.md)|How to manage the catalogs in your project at runtime.| |[Get addresses at runtime](GetRuntimeAddress.md)|How to get and use addresses at runtime.| |[Modification events](ModificationEvents.md)|Understand modification events, which signal when data is manipulated.|