AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.
function Start () {
var www = WWW ("http:/myserver
myBundle.unity3d");
yield www;
// Get the designated main asset and instantiate it.
Instantiate(www.assetBundle.mainAsset);
}
mainAsset | Main asset that was supplied when building the asset bundle (Read Only). |
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Contains | Check if an AssetBundle contains a specific object. |
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Load | Loads object with name from the bundle. |
LoadAll | Loads all objects contained in the asset bundle that inherit from type. |
LoadAsync | Asynchronously loads object with name of a given type from the bundle. |
Unload | Unloads all assets in the bundle. |
CreateFromFile | Loads an asset bundle from a disk. |
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CreateFromMemory | Asynchronously create an AssetBundle from a memory region. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
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name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
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ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
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DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically 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? |
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operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |