AssetBundle (アセットバンドル) を使用するには、以下の手順で行います。各手順に関する詳細情報は、本セクションの他のページを参照してください。
ノート: このセクションでは、ビルトインの BuildPipeline.BuildAssetBundles() API を使用してアセットバンドルを作成する方法について説明します。推奨するよりユーザーフレンドリーな方法は、Addressables パッケージを使用する方法です。
AssetBundle (アセットバンドル) へのアセットの割り当ては、以下の手順で行います。
/
で区切ります。例えば、environment/forest
というアセットバンドル名は、environment
というサブフォルダー配下に forest
という名前のバンドルを作成します。ノート: Inspector で、プロジェクト内のフォルダーにアセットバンドルを割り当てることができます。デフォルトでは、そのフォルダー内のすべてのアセットが、同じアセットバンドルにフォルダーで割り当てられます。ただし、個々のアセットに対するアセットバンドルの割り当てが優先されます。
アセットバンドルを割り当てる上での各種方法についての詳細は、このドキュメンテーションの アセットバンドル用のアセットの準備 のページを参照してください。 。
Assets フォルダー内に Editor という名前のフォルダーを作成し、そのフォルダー内に、以下のスクリプトを置いてください。
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. When you click Build AssetBundles the BuildAllAssetBundles() function is called. A progress bar appears while the build takes all the Assets you labeled with an AssetBundle name and uses them to populate AssetBundles at the path that assetBundleDirectory
defines.
Let’s take a closer look at the arguments passed to BuildPipeline.BuildAssetBundles:
assetBundleDirectory: This is the directory that the AssetBundles will be output to, e.g. “Assets/AssetBundles” within the current Unity project. The folder does not need to be inside the Assets folder, you can change this to any output directory you desire. Notice how our script creates the folder on demand if it does not exist yet.
BuildAssetBundleOptions.None: This is the default value for the build options argument. You can use this argument to specify one or more flags to enable a variety of optional behaviours. For example, this argument controls the choice of compression algorithm, see AssetBundle compression. See BuildAssetBundleOptions for a full listing of the available options.
BuildTarget.StandaloneWindows: Here we’re telling the build pipeline which target platform we are going to be using these AssetBundles for. You can find a list of the available build targets in the Scripting API Reference for BuildTarget. Alternatively, rather than hardcoding your build target you could call EditorUserBuildSettings.activeBuildTarget
, which return the platform currently selected in the Build Settings Window.
The example above describes how to use the Inspector to assign assets to AssetBundles. You can also assign assets to AssetBundles in code, using a signature of BuildPipeline.BuildAssetBundles that accepts an array of AssetBundleBuild structures. If you use this technique, the data you pass in takes priority, and any assignments to AssetBundles made in the Inspector are ignored.
AssetBundles can be distributed in several ways:
Depending how the files are distributed you should either use AssetBundle.Load APIs or UnityWebRequestAssetBundle to load an AssetBundle and access the AssetBundle object in your runtime code.
From the AssetBundle object, you call one of the LoadAsset methods. For example, LoadAsset<T>(string)
which takes the type, T
, of the asset you’re attempting to load and the name of the Asset (typically its path). You can use the returned object just like any object inside of Unity. For example, if you load a prefab then LoadAsset will return the prefab’s root GameObject, which you can then instantiate into your current scene by calling Instantiate()
.
You can reclaim memory used by a loaded AssetBundle by calling AssetBundle.Unload(bool) or AssetBundle.UnloadAsync(bool).
For more information on APIs that load and unload AssetBundles, see documentation on Using AssetBundles Natively.