class in UnityEngine

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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.