Version: 2023.2
언어: 한국어

AssetBundle

class in UnityEngine

/

다음으로부터 상속:Object

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설명

API for accessing the content of AssetBundle files.

This class exposes an API, via static methods, for loading and managing AssetBundles.

This same class offers non-static methods and properties that expose the contents of a specific loaded AssetBundle, including the ability to load an Asset from within an AssetBundle.

Create AssetBundles by calling BuildPipeline.BuildAssetBundles or using the Addressables package. The build process generates one or more AssetBundle files, and each AssetBundle file contains a serialized instance of this class.

Note: AssetBundle.LoadAsset, and the other Load methods, do not support loading Scenes from AssetBundles. Instead, in runtime you load the streamed scene AssetBundle and then call SceneManager.LoadScene or SceneManager.LoadSceneAsync with the Scene name. In the Editor it is not supported to load Scenes from AssetBundles so calls to EditorSceneManager.OpenScene will fail with an error that the Scene file is not found.

Additional resources: Intro to AssetBundles, UnityWebRequestAssetBundle.GetAssetBundle, BuildPipeline.BuildAssetBundles.

using System.Collections;
using UnityEngine;
using UnityEngine.Networking;

public class SampleBehaviour : MonoBehaviour { IEnumerator Start() { var uwr = UnityWebRequestAssetBundle.GetAssetBundle("https://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest();

// Get an asset from the bundle and instantiate it. AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(uwr); var loadAsset = bundle.LoadAssetAsync<GameObject>("Assets/Players/MainPlayer.prefab"); yield return loadAsset;

Instantiate(loadAsset.asset); } }

정적 변수

memoryBudgetKBControls the size of the shared AssetBundle loading cache. Default value is 1MB.

변수

isStreamedSceneAssetBundleReturn true if the AssetBundle contains Unity Scene files

Public 함수

ContainsCheck if an AssetBundle contains a specific object.
GetAllAssetNamesReturn all Asset names in the AssetBundle.
GetAllScenePathsReturn all the names of Scenes in the AssetBundle.
LoadAllAssetsLoads all Assets contained in the AssetBundle synchronously.
LoadAllAssetsAsyncLoads all Assets contained in the AssetBundle asynchronously.
LoadAssetSynchronously loads an Asset from the AssetBundle.
LoadAssetAsyncAsynchronously loads an Asset from the bundle.
LoadAssetWithSubAssetsLoads Asset and sub Assets from the AssetBundle synchronously.
LoadAssetWithSubAssetsAsyncLoads Asset and sub Assets from the AssetBundle asynchronously.
UnloadUnloads an AssetBundle freeing its data.
UnloadAsyncUnloads assets in the bundle.

정적 함수

GetAllLoadedAssetBundlesGet an enumeration of all the currently loaded AssetBundles.
LoadFromFileSynchronously loads an AssetBundle from a file on disk.
LoadFromFileAsyncAsynchronously loads an AssetBundle from a file on disk.
LoadFromMemorySynchronously load an AssetBundle from a memory region.
LoadFromMemoryAsyncAsynchronously load an AssetBundle from a memory region.
LoadFromStreamSynchronously loads an AssetBundle from a managed Stream.
LoadFromStreamAsyncAsynchronously loads an AssetBundle from a managed Stream.
RecompressAssetBundleAsyncAsynchronously recompress a downloaded/stored AssetBundle from one BuildCompression to another.
UnloadAllAssetBundlesUnloads all currently loaded AssetBundles.

상속된 멤버

변수

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.