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class in UnityEngine
/
Inherits from: Object
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CloseAssetBundles 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); }
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); }
isStreamedSceneAssetBundle | Return true if the AssetBundle is a streamed scene AssetBundle. |
mainAsset | Main asset that was supplied when building the asset bundle (Read Only). |
Contains | Check if an AssetBundle contains a specific object. |
GetAllAssetNames | Return all asset names in the AssetBundle. |
GetAllScenePaths | Return all the scene asset paths (paths to *.unity assets) in the AssetBundle. |
LoadAllAssets | Loads all assets contained in the asset bundle that inherit from type. |
LoadAllAssetsAsync | Loads all assets contained in the asset bundle asynchronously. |
LoadAsset | Loads asset with name from the bundle. |
LoadAssetAsync | Asynchronously loads asset with name from the bundle. |
LoadAssetWithSubAssets | Loads asset and sub assets with name from the bundle. |
LoadAssetWithSubAssetsAsync | Loads asset with sub assets with name from the bundle asynchronously. |
Unload | Unloads all assets in the bundle. |
LoadFromFile | Synchronously loads an AssetBundle from a file on disk. |
LoadFromFileAsync | Asynchronously loads an AssetBundle from a file on disk. |
LoadFromMemory | Synchronously create an AssetBundle from a memory region. |
LoadFromMemoryAsync | Asynchronously create an AssetBundle from a memory region. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. |
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 | Returns a copy of the object original. |
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. |