AssetBundles let you stream additional assets via the UnityWebRequest 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: UnityWebRequestAssetBundle.GetAssetBundle, Loading Resources at Runtime, BuildPipeline.BuildAssetBundle.
using System.Collections; using UnityEngine; using UnityEngine.Networking;
public class SampleBehaviour : MonoBehaviour { IEnumerator Start() { var uwr = UnityWebRequestAssetBundle.GetAssetBundle("http://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest();
// Get the designated main asset and instantiate it. Instantiate(DownloadHandlerAssetBundle.GetContent(uwr).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 | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | El nombre del objeto. | 
| GetInstanceID | Devuelve el id de la instancia del objeto. | 
| ToString | Returns the name of the GameObject. | 
| Destroy | Elimina un gameobject, componente o asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| 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. |