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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.
| mainAsset |
Main asset that was supplied when building the asset bundle (Read Only). |
| 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. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| operator bool |
Does the object exist? |
| Instantiate |
Clones the object original and returns the clone. |
| Instantiate.<T> |
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| 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. |