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 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: WWW.assetBundle, Loading Resources at Runtime, BuildPipeline.BuildAssetBundle.
using System; using System.Collections; using UnityEngine;
public class SampleBehaviour : MonoBehaviour { IEnumerator Start() { WWW www = new WWW("http://myserver/myBundle.unity3d"); yield return www;
// Get the designated main asset and instantiate it. Instantiate(www.assetBundle.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 | ¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario? |
| name | El nombre del objeto. |
| GetInstanceID | Devuelve el id de la instancia del objeto. |
| ToString | Devuelve el nombre del objeto. |
| Destroy | Elimina un gameobject, componente o asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Hace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena. |
| FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
| Instantiate | Clona el objeto original y devuelve el clon. |
| bool | ¿Existe el objeto? |
| operator != | Compare si dos objetos se refieren a un objeto diferente. |
| operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |