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 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); } }
| isStreamedSceneAssetBundle | Return true if the AssetBundle is a streamed Scene AssetBundle. | 
| Contains | Проверьте, если AssetBundle содержит конкретный объект. | 
| GetAllAssetNames | Выгружает все ассеты в пакете. | 
| GetAllScenePaths | Return all the Scene asset paths (paths to *.unity assets) in the AssetBundle. | 
| LoadAllAssets | Загружает все объекты, содержащиеся в пакете ассетов, который унаследованы из type. | 
| LoadAllAssetsAsync | Загружает все объекты, содержающиеся в Asset Bundle. | 
| LoadAsset | Загружает объект с именем name из пакета. | 
| LoadAssetAsync | Асинхронно загружает объект с именем name данного типа type из пакета. | 
| LoadAssetWithSubAssets | Загружает объект с именем name из пакета. | 
| LoadAssetWithSubAssetsAsync | Загружает объект с именем name из пакета. | 
| Unload | Unloads assets in the bundle. | 
| GetAllLoadedAssetBundles | To use when you need to get a list of all the currently loaded Asset Bundles. | 
| LoadFromFile | Асинхронно создает AssetBundle из области памяти. | 
| LoadFromFileAsync | Асинхронно создает AssetBundle из области памяти. | 
| LoadFromMemory | Synchronously create an AssetBundle from a memory region. | 
| LoadFromMemoryAsync | Асинхронно создает AssetBundle из области памяти. | 
| LoadFromStream | Synchronously loads an AssetBundle from a managed Stream. | 
| LoadFromStreamAsync | Asynchronously loads an AssetBundle from a managed Stream. | 
| RecompressAssetBundleAsync | Asynchronously recompress a downloaded/stored AssetBundle from one BuildCompression to another. | 
| UnloadAllAssetBundles | Unloads all currently loaded Asset Bundles. | 
| 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 object. | 
| Destroy | Removes a GameObject, component or 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 | 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 two object references to see if they refer to the same object. |