AssetBundle
Namespace: UnityEngine
/
Inherits from: Object
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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. |