AssetBundle Manual     Reference     Scripting  
Scripting > Runtime Classes > AssetBundle
AssetBundle Inherits from Object

AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.

See Also: WWW.assetBundle, Loading Resources at Runtime, BuildPipeline.BuildPlayer.

function Start () {
var www = WWW ("http://myserver/myBundle.unity3d");
yield www;
// Get the designated main asset and instantiate it.
Instantiate(www.assetBundle.mainAsset);
}

Variables
mainAsset

Main asset that was supplied when building the asset bundle (Read Only).

Functions
Contains

Check if an AssetBundle contains a specific object.

Load

Loads object with name from the bundle.

LoadAsync

Asynchronously loads object with name of a given type from the bundle.

LoadAll

Loads all objects contained in the asset bundle that inherit from type.

Unload

Unloads all assets in the bundle.

Inherited members
Inherited Variables
name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Instantiate.<T>

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.