Once i loved a girl

[size=medium][align=center][color=darkblue]time goes slower without you
i now just know the worst thing
i have done is letting you go
we are neither perfect
but with you the feeling is perfect
all the wonderful days has gone
now i just want to be strong
without enough power
a man is just a laughter
the most important thing i know
is protect the ones who helps me
satisfy the ones who loves me
i don't know what is love
i only reflect the loves
you are once like a family
i treat you as member of my heart
but
every coin has two sides
there are contradictions too
i am an odd man
an arrogant guy
a poor guy who don't know money
you has tried to make up the gap
but failed
so we broke up
without me ,i know you absolutely can live better
without you,i just becomes the real me
life is never easy for me
i don't know if i have the chance to
arrive the height i should
but even though i have lost you
you are a wonderful dream comes too early
i once tried hard not to wake up
this is the most painful thing
after writing this ,i decide to forget you
and go forward
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Yes, you can update an object with a script using Addressables. Addressables primarily deals with loading and managing game assets, but you can use the loaded assets to update objects in your game. Here's an example of how you can update an object with a script using Addressables: ```csharp using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; public class ObjectUpdater : MonoBehaviour { public AssetReference objectReference; private GameObject instantiatedObject; private async void Start() { await LoadObject(); UpdateObject(); } private async Task LoadObject() { AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>(objectReference); await handle.Task; if (handle.Status == AsyncOperationStatus.Succeeded) { instantiatedObject = Instantiate(handle.Result, transform.position, Quaternion.identity); } } private void UpdateObject() { // Update the object here with your desired changes instantiatedObject.transform.localScale = Vector3.one * 2f; instantiatedObject.GetComponent<Renderer>().material.color = Color.red; } } ``` In the above example, we have a script called `ObjectUpdater` that loads and updates an object using Addressables. The `objectReference` variable is an AssetReference that points to the object you want to load. In the `Start` method, we first load the object asynchronously using `Addressables.LoadAssetAsync`. Once the object is loaded, we instantiate it at the desired position. Then, in the `UpdateObject` method, you can make any desired changes to the loaded object. In this example, we scale it and change its material color. Remember to attach the `ObjectUpdater` script to a GameObject in your scene and assign the appropriate AssetReference to the `objectReference` variable in the inspector. I hope this helps! Let me know if you have any further questions.

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