AssetBundles let you stream additional assets via the UnityWebRequest 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: UnityWebRequestAssetBundle.GetAssetBundle, Loading Resources at Runtime, BuildPipeline.BuildAssetBundle.
#pragma strict public class SampleBehaviour extends MonoBehaviour { function Start() { var uwr = Networking.UnityWebRequestAssetBundle.GetAssetBundle("http://myserver/myBundle.unity3d"); yield uwr.SendWebRequest(); // Get the designated main asset and instantiate it. Instantiate(Networking.DownloadHandlerAssetBundle.GetContent(uwr).mainAsset); } }
using System.Collections; using UnityEngine; using UnityEngine.Networking;
public class SampleBehaviour : MonoBehaviour { IEnumerator Start() { var uwr = UnityWebRequestAssetBundle.GetAssetBundle("http://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest();
// Get the designated main asset and instantiate it. Instantiate(DownloadHandlerAssetBundle.GetContent(uwr).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. |
GetAllLoadedAssetBundles | To use when you need to get a list of all the currently loaded Asset Bundles. |
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. |
LoadFromStream | Synchronously loads an AssetBundle from a managed Stream. |
LoadFromStreamAsync | Asynchronously loads an AssetBundle from a managed Stream. |
UnloadAllAssetBundles | Unloads all currently loaded Asset Bundles. |
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 GameObject. |
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. |
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. |
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