Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AssetBundle

class in UnityEngine

/

Inherits from: Object

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

AssetBundles let you stream additional assets via the WWW 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: WWW.assetBundle, Loading Resources at Runtime, 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);
}
IEnumerator Start () {
	WWW www = new WWW("http://myserver/myBundle.unity3d");
	yield return www;

// Get the designated main asset and instantiate it. Instantiate(www.assetBundle.mainAsset); }

Variables

isStreamedSceneAssetBundleReturn true if the AssetBundle is a streamed scene AssetBundle.
mainAssetMain asset that was supplied when building the asset bundle (Read Only).

Public Functions

ContainsCheck if an AssetBundle contains a specific object.
GetAllAssetNamesReturn all asset names in the AssetBundle.
GetAllScenePathsReturn all the scene asset paths (paths to *.unity assets) in the AssetBundle.
LoadAllAssetsLoads all assets contained in the asset bundle that inherit from type.
LoadAllAssetsAsyncLoads all assets contained in the asset bundle asynchronously.
LoadAssetLoads asset with name from the bundle.
LoadAssetAsyncAsynchronously loads asset with name from the bundle.
LoadAssetWithSubAssetsLoads asset and sub assets with name from the bundle.
LoadAssetWithSubAssetsAsyncLoads asset with sub assets with name from the bundle asynchronously.
UnloadUnloads all assets in the bundle.

Static Functions

LoadFromFileSynchronously loads an AssetBundle from a file on disk.
LoadFromFileAsyncAsynchronously loads an AssetBundle from a file on disk.
LoadFromMemorySynchronously create an AssetBundle from a memory region.
LoadFromMemoryAsyncAsynchronously create an AssetBundle from a memory region.

Inherited members

Variables

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 game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateReturns a copy of the object original.

Operators

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.