class in UnityEngine.Networking
/
Inherits from:Networking.DownloadHandler
/
Implemented in:UnityEngine.UnityWebRequestAssetBundleModule
A DownloadHandler subclass specialized for downloading AssetBundles.
This subclass streams downloaded data into Unity's AssetBundle decompression and decoding system on worker threads, providing efficient downloading and processing for AssetBundle objects.
The advantage to this download handler is that it can stream data to Unity's AssetBundle system. After all the data has been received, the AssetBundle is available as an AssetBundle object. Only one copy of the AssetBundle object is created. This reduces runtime memory allocation and the memory impact of loading the AssetBundle. It also allows AssetBundles to be partially used while not fully downloaded, so you can stream assets.
All downloading and decompression occurs on worker threads, except on the Web platform.
Downloaded AssetBundle data is processed by a DownloadHandlerAssetBundle object, which has a special assetBundle property to retrieve the AssetBundle object.
Due to the way the AssetBundle system works, all AssetBundles must have an address associated with them. Generally, this is the nominal URL at which they're located (meaning the URL before any redirects). In almost all cases, you should pass in the same URL as you passed to the UnityWebRequest. When using the High Level API (HLAPI), this is done for you.
Additional resources: UnityWebRequestAssetBundle
using UnityEngine; using UnityEngine.Networking; using System.Collections;
public class MyBehaviour : MonoBehaviour { void Start() { StartCoroutine(GetAssetBundle()); }
IEnumerator GetAssetBundle() { UnityWebRequest www = new UnityWebRequest("https://www.my-server.com"); DownloadHandlerAssetBundle handler = new DownloadHandlerAssetBundle(www.url, 0); www.downloadHandler = handler; yield return www.SendWebRequest();
if (www.result != UnityWebRequest.Result.Success) { Debug.Log(www.error); } else { // Extracts AssetBundle AssetBundle bundle = handler.assetBundle; } } }
| Property | Description |
|---|---|
| assetBundle | Returns the downloaded AssetBundle, or null. (Read Only) |
| autoLoadAssetBundle | If true, the AssetBundle will be loaded as part of the UnityWebRequest process. If false, the AssetBundle will be loaded on demand when accessing the DownloadHandlerAssetBundle.assetBundle property. |
| isDownloadComplete | Returns true if the data downloading portion of the operation is complete. |
| Constructor | Description |
|---|---|
| DownloadHandlerAssetBundle | Standard constructor for non-cached asset bundles. |
| Method | Description |
|---|---|
| GetData | Not implemented. Throws NotSupportedException. |
| GetText | Not implemented. Throws NotSupportedException. |
| Method | Description |
|---|---|
| GetContent | Returns the downloaded AssetBundle, or null. |
| Property | Description |
|---|---|
| data | Returns the raw bytes downloaded from the remote server, or null. (Read Only) |
| error | Error message describing a failure that occurred inside the download handler. |
| isDone | Returns true if this DownloadHandler has been informed by its parent UnityWebRequest that all data has been received, and this DownloadHandler has completed any necessary post-download processing. (Read Only) |
| nativeData | Provides direct access to downloaded data. |
| text | Convenience property. Returns the bytes from data interpreted as a UTF8 string. (Read Only) |
| Method | Description |
|---|---|
| Dispose | Signals that this DownloadHandler is no longer being used, and should clean up any resources it is using. |
| Method | Description |
|---|---|
| CompleteContent | Callback, invoked when all data has been received from the remote server. |
| GetNativeData | Provides allocation-free access to the downloaded data as a NativeArray. |
| GetProgress | Callback, invoked when UnityWebRequest.downloadProgress is accessed. |
| ReceiveContentLengthHeader | Callback, invoked with a Content-Length header is received. |
| ReceiveData | Callback, invoked as data is received from the remote server. |