AssetBundle
Namespace: UnityEngine
/
Inherits from: Object
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 fully compatible between platforms. A bundle built for any of the standalone
platforms (including webplayer) can be loaded on any of those platforms but not on iOS or Android.
Furthermore, a bundle built for iOS is not compatible with Android and vice versa.
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);
}
Variables
mainAsset | Main asset that was supplied when building the asset bundle (Read Only). |
Functions
Contains | Check if an AssetBundle contains a specific object. |
Load | Loads object with name from the bundle. |
LoadAll | Loads all objects contained in the asset bundle that inherit from type. |
LoadAsync | Asynchronously loads object with name of a given type from the bundle. |
Unload | Unloads all assets in the bundle. |
Inherited members
Variables
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
Static Functions
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 if two objects refer to the same. |