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); }
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. |
CreateFromFile | Loads an asset bundle from a disk. |
CreateFromMemory | Asynchronously create an AssetBundle from a memory region. |
CreateFromMemoryImmediate | Synchronously 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. 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 if two objects refer to the same. |