UnityEngine.AssetBundleModule AssetBundles let you stream additional assets via the UnityWebRequest class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle. Return true if the AssetBundle is a streamed Scene AssetBundle. Controls the size of the shared AssetBundle loading cache. Default value is 1MB. Check if an AssetBundle contains a specific object. Loads an asset bundle from a disk. Path of the file on disk See Also: UnityWebRequestAssetBundle.GetAssetBundle, DownloadHandlerAssetBundle. Asynchronously create an AssetBundle from a memory region. Synchronously create an AssetBundle from a memory region. Array of bytes with the AssetBundle data. Return all asset names in the AssetBundle. To use when you need to get a list of all the currently loaded Asset Bundles. Returns IEnumerable<AssetBundle> of all currently loaded Asset Bundles. Return all the Scene asset paths (paths to *.unity assets) in the AssetBundle. Loads all assets contained in the asset bundle that inherit from type. Loads all assets contained in the asset bundle. Loads all assets contained in the asset bundle that inherit from type T. Loads all assets contained in the asset bundle asynchronously. Loads all assets contained in the asset bundle that inherit from T asynchronously. Loads all assets contained in the asset bundle that inherit from type asynchronously. Loads asset with name from the bundle. Loads asset with name of a given type from the bundle. Loads asset with name of type T from the bundle. Asynchronously loads asset with name from the bundle. Asynchronously loads asset with name of a given T from the bundle. Asynchronously loads asset with name of a given type from the bundle. Loads asset and sub assets with name from the bundle. Loads asset and sub assets with name of a given type from the bundle. Loads asset and sub assets with name of type T from the bundle. Loads asset with sub assets with name from the bundle asynchronously. Loads asset with sub assets with name of type T from the bundle asynchronously. Loads asset with sub assets with name of a given type from the bundle asynchronously. Synchronously loads an AssetBundle from a file on disk. Path of the file on disk. An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. An optional byte offset. This value specifies where to start reading the AssetBundle from. Loaded AssetBundle object or null if failed. Synchronously loads an AssetBundle from a file on disk. Path of the file on disk. An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. An optional byte offset. This value specifies where to start reading the AssetBundle from. Loaded AssetBundle object or null if failed. Asynchronously loads an AssetBundle from a file on disk. Path of the file on disk. An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. An optional byte offset. This value specifies where to start reading the AssetBundle from. Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. Synchronously create an AssetBundle from a memory region. Array of bytes with the AssetBundle data. An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. Loaded AssetBundle object or null if failed. Asynchronously create an AssetBundle from a memory region. Array of bytes with the AssetBundle data. An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match. Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. Synchronously loads an AssetBundle from a managed Stream. The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. An optional CRC-32 checksum of the uncompressed content. You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB. The loaded AssetBundle object or null when the object fails to load. Asynchronously loads an AssetBundle from a managed Stream. The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. An optional CRC-32 checksum of the uncompressed content. You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB. Asynchronous create request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. Asynchronously recompress a downloaded/stored AssetBundle from one BuildCompression to another. Path to the AssetBundle to recompress. Path to the recompressed AssetBundle to be generated. Can be the same as inputPath. The compression method, level and blocksize to use during recompression. Only some BuildCompression types are supported (see note). CRC of the AssetBundle to test against. Testing this requires additional file reading and computation. Pass in 0 to skip this check. Unity does not compute a CRC when the source and destination BuildCompression are the same, so no CRC verification takes place (see note). The priority at which the recompression operation should run. This sets thread priority during the operation and does not effect the order in which operations are performed. Recompression operations run on a background worker thread. Set the 16-bytes key for AssetBundle Decryption. Set NULL will remove the key from memory. Unloads an AssetBundle freeing its data. Determines whether the current instances of objects loaded from the AssetBundle will also be unloaded. Unloads all currently loaded AssetBundles. Determines whether the current instances of objects loaded from AssetBundles will also be unloaded. Unloads assets in the bundle. Asynchronous unload request for an AssetBundle. Asynchronous create request for an AssetBundle. Asset object being loaded (Read Only). The result of an Asset Bundle Load or Recompress Operation. The Asset Bundle is already loaded. The operation was cancelled. The Asset Bundle was not successfully cached. Failed to decompress the Asset Bundle. The target path given for the Recompression operation could not be deleted for swap with recompressed bundle file. Failed to read the Asset Bundle file. Failed to write to the file system. The Asset Bundle does not contain any serialized data. It may be empty, or corrupt. The AssetBundle is incompatible with this version of Unity. The decompressed Asset data did not match the precomputed CRC. This may suggest that the AssetBundle did not download correctly. This does not appear to be a valid Asset Bundle. The target path given for the Recompression operation exists but is not an Archive container. The target path given for the Recompression operation is an Archive that is currently loaded. The operation completed successfully. Manifest for all the AssetBundles in the build. Get all the AssetBundles in the manifest. An array of asset bundle names. Get all the AssetBundles with variant in the manifest. An array of asset bundle names. Get all the dependent AssetBundles for the given AssetBundle. Name of the asset bundle. Get the hash for the given AssetBundle. Name of the asset bundle. The 128-bit hash for the asset bundle. Get the direct dependent AssetBundles for the given AssetBundle. Name of the asset bundle. Array of asset bundle names this asset bundle depends on. Asynchronous AssetBundle recompression from one compression method and level to another. A string describing the recompression operation result (Read Only). Path of the AssetBundle being recompressed (Read Only). Path of the resulting recompressed AssetBundle (Read Only). Result of the recompression operation. True if the recompress operation is complete and was successful, otherwise false (Read Only). Asynchronous load request from an AssetBundle. Asset objects with sub assets being loaded. (Read Only) Asset object being loaded (Read Only). Contains information about compression methods, compression levels and block sizes that are supported by Asset Bundle compression at build time and recompression at runtime. Enable asset bundle protection. LZ4HC "Chunk Based" Compression. LZ4 Compression for runtime recompression. LZMA Compression. Uncompressed Asset Bundle. Uncompressed Asset Bundle. Compression Levels relate to how much time should be spent compressing Assets into an Asset Bundle. No compression. Compression Method for Asset Bundles. LZ4 compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use. LZ4HC is a high compression variant of LZ4. LZ4HC compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use. LZMA compression results in smaller compressed Asset Bundles but they must be entirely decompressed before use. Uncompressed Asset Bundles are larger than compressed Asset Bundles, but they are the fastest to access once downloaded. The AssetBundle module implements the AssetBundle class and related APIs to load data from AssetBundles.