class in UnityEngine


Inherits from:Object

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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); } }


isStreamedSceneAssetBundleReturn true if the AssetBundle is a streamed Scene AssetBundle.

Public Functions

ContainsПроверьте, если AssetBundle содержит конкретный объект.
GetAllAssetNamesВыгружает все ассеты в пакете.
GetAllScenePathsReturn all the Scene asset paths (paths to *.unity assets) in the AssetBundle.
LoadAllAssetsЗагружает все объекты, содержащиеся в пакете ассетов, который унаследованы из type.
LoadAllAssetsAsyncЗагружает все объекты, содержающиеся в Asset Bundle.
LoadAssetЗагружает объект с именем name из пакета.
LoadAssetAsyncАсинхронно загружает объект с именем name данного типа type из пакета.
LoadAssetWithSubAssetsЗагружает объект с именем name из пакета.
LoadAssetWithSubAssetsAsyncЗагружает объект с именем name из пакета.
UnloadUnloads an AssetBundle freeing its data.

Static Functions

GetAllLoadedAssetBundlesTo use when you need to get a list of all the currently loaded Asset Bundles.
LoadFromFileАсинхронно создает AssetBundle из области памяти.
LoadFromFileAsyncАсинхронно создает AssetBundle из области памяти.
LoadFromMemorySynchronously create an AssetBundle from a memory region.
LoadFromMemoryAsyncАсинхронно создает AssetBundle из области памяти.
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.

Inherited members


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

Public Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Static Functions

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.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.


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.