# Addressables

Using Addressables can be useful in certain games, and you might want to use Soap combined with Addressables. Since Soap relies on ScriptableObjects (assets), you will need to pay attention to a few things when using Addressables in your project.

For example:

* when you load a scene as an Addressable (that contains other Addressables)
* when you spawn a prefab (as an Addressable) that has a reference to a Soap ScriptableObject

The issue is, when loading and spawning an Addressable that references ScriptableObjects, Unity's Runtime will create a new instance of this ScriptableObject. For example, if you register an Addressable to a Scriptable event, then call that event from another part of your game, the event registered to won't be the same instance as the event fired, leading to a non-functional workflow.

You can learn more about how Unity handles ScriptableObjects and Addressables in a few forum threads:

{% embed url="<https://discussions.unity.com/t/solved-scriptable-object-comparison-different-behaviour-in-editor-vs-build/922519/3>" %}

{% embed url="<https://discussions.unity.com/t/scriptableobject-references-in-addressables/765466/2>" %}


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