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Unity Engine


AssetBundle

API for accessing the content of AssetBundle files.
Read time 5 minutesLast updated 2 days ago

Definition

  • Type: Class
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AssetBundleModule
  • Inherits from: Object
public class AssetBundle : Object

Remarks

This class exposes an API, via static methods, for loading and managing AssetBundles.
This same class offers non-static methods and properties that expose the contents of a specific loaded AssetBundle, including the ability to load an Asset from within an AssetBundle.
Create AssetBundles by calling BuildPipeline.BuildAssetBundles or using the Addressables package. The build process generates one or more AssetBundle files, and each AssetBundle file contains a serialized instance of this class.
Note: AssetBundle.LoadAsset, and the other Load methods, do not support loading Scenes from AssetBundles. Instead, in runtime you load the streamed scene AssetBundle and then call SceneManager.LoadScene or SceneManager.LoadSceneAsync with the Scene name. In the Editor it is not supported to load Scenes from AssetBundles so calls to EditorSceneManager.OpenScene will fail with an error that the Scene file is not found.

Examples

using System.Collections;using UnityEngine;using UnityEngine.Networking;public class SampleBehaviour : MonoBehaviour{ IEnumerator Start() { var uwr = UnityWebRequestAssetBundle.GetAssetBundle("https://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); bundle.Unload(true); }}

Properties

Property

Description

isStreamedSceneAssetBundleReturn true if the AssetBundle contains Unity Scene files

Static Properties

Property

Description

memoryBudgetKBControls the size of the shared AssetBundle loading cache. Default value is 1MB.

Methods

Method

Description

ContainsCheck if an AssetBundle contains a specific object.
GetAllAssetNamesReturn all Asset names in the AssetBundle.
GetAllScenePathsReturn all the names of Scenes in the AssetBundle.
LoadAllAssetsLoads all Assets contained in the AssetBundle synchronously.
LoadAllAssetsAsyncLoads all Assets contained in the AssetBundle asynchronously.
LoadAssetSynchronously loads an Asset from the AssetBundle.
LoadAssetAsyncAsynchronously loads an Asset from the bundle.
LoadAssetWithSubAssetsLoads Asset and sub Assets from the AssetBundle synchronously.
LoadAssetWithSubAssetsAsyncLoads Asset and sub Assets from the AssetBundle asynchronously.
UnloadUnloads an AssetBundle freeing its data.
UnloadAsyncUnloads assets in the bundle.

Static Methods

Method

Description

GetAllLoadedAssetBundlesGet an enumeration of all the currently loaded AssetBundles.
LoadFromFileSynchronously loads an AssetBundle from a file on disk.
LoadFromFileAsyncAsynchronously loads an AssetBundle from a file on disk.
LoadFromMemorySynchronously load an AssetBundle from a memory region.
LoadFromMemoryAsyncAsynchronously load an AssetBundle from a memory region.
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.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.