AssetBundle
class in
UnityEngine
/
Inherits from:Object
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Description
AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.
Note that bundles are not compatible between platforms. A bundle built for any of the standalone
platforms can only be loaded on that platform but not others.
Further example, a bundle built for iOS is not compatible with Android and vice versa. One difference
is shaders which are different between devices, as are textures.
See Also: WWW.assetBundle, Loading Resources at Runtime, BuildPipeline.BuildAssetBundle.
function Start () {
var www = WWW ("http://myserver/myBundle.unity3d");
yield www;
// Get the designated main asset and instantiate it.
Instantiate(www.assetBundle.mainAsset);
}
using System;
using System.Collections;
using UnityEngine;
public class SampleBehaviour : MonoBehaviour
{
IEnumerator Start()
{
WWW www = new WWW("http://myserver/myBundle.unity3d");
yield return www;
// Get the designated main asset and instantiate it.
Instantiate(www.assetBundle.mainAsset);
}
}
Inherited Members
Properties
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
Static Methods
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
Operators
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |