To get started with AssetBundles, follow these steps. More detailed information about each piece of the workflow can be found in the other pages in this section of documentation.
To assign a given Asset to an AssetBundle, follow these steps:
/
. For example, use the AssetBundle name environment/forest
to create a bundle named forest
under an environment
sub-folderNote: You can assign an AssetBundle and label to a folder in your Project. By default, all Assets in that folder are assigned to the AssetBundle and given the same label as the folder. The AssetBundle assignments for individual Assets takes precedence, however.
To read more information on AssetBundle assignments and accompanying strategies, see documentation on Preparing Assets for AssetBundles.
Create a folder called Editor in the Assets folders, and place a script with the following contents in the folder:
using UnityEditor;
using System.IO;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
string assetBundleDirectory = "Assets/AssetBundles";
if(!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory,
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows);
}
}
This script creates a menu item at the bottom of the Assets menu called Build AssetBundles that executes the code in the function associated with that tag. When you click Build AssetBundles a progress bar appears with a build dialog. This takes all the Assets you labeled with an AssetBundle name and places them in a folder at the path assetBundleDirectory
defines.
For more details about this, see documentation on Building AssetBundles.
If you want to load from local storage, use the AssetBundles.LoadFromFile
API, which looks like this:
public class LoadFromFileExample : MonoBehaviour {
void Start() {
var myLoadedAssetBundle
= AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle"));
if (myLoadedAssetBundle == null) {
Debug.Log("Failed to load AssetBundle!");
return;
}
var prefab = myLoadedAssetBundle.LoadAsset<GameObject>("MyObject");
Instantiate(prefab);
}
}
LoadFromFile
takes the path of the bundle file.
If you’re hosting your AssetBundles yourself and need to download them into your application, use the UnityWebRequestAssetBundle
API. Here’s an example:
IEnumerator InstantiateObject()
{
string url = "file:///" + Application.dataPath + "/AssetBundles/" + assetBundleName;
var request
= UnityEngine.Networking.UnityWebRequestAssetBundle.GetAssetBundle(url, 0);
yield return request.Send();
AssetBundle bundle = UnityEngine.Networking.DownloadHandlerAssetBundle.GetContent(request);
GameObject cube = bundle.LoadAsset<GameObject>("Cube");
GameObject sprite = bundle.LoadAsset<GameObject>("Sprite");
Instantiate(cube);
Instantiate(sprite);
}
GetAssetBundle(string, int)
takes the URL of the location of the AssetBundle and the version of the bundle you want to download. This example still points to a local file but string url
could point to any URL you have your AssetBundles hosted at.
The UnityWebRequestAssetBundle class has a specific handle for dealing with AssetBundles, DownloadHandlerAssetBundle
, which gets the AssetBundle from the request.
Regardless of the method you use, you now have access to the AssetBundle object. From that object you need to use LoadAsset<T>(string)
which takes the type, T
, of the asset you’re attempting to load and the name of the object as a string that’s inside the bundle. This returns whatever object you’re loading from the AssetBundle. You can use these returned objects just like any object inside of Unity. For example, if you want to create a GameObject in the scene, you just need to call Instantiate(gameObjectFromAssetBundle)
.
For more information on APIs that load AssetBundles, see documentation on Using AssetBundles Natively.