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. Main asset that was supplied when building the asset bundle (Read Only). Check if an AssetBundle contains a specific object. 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. An optional overide for the size of the read buffer size used whilst 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. An optional overide for the size of the read buffer size used whilst 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. Unloads all assets in the bundle. Unloads all currently loaded Asset Bundles. Determines whether the current instances of objects loaded from Asset Bundles will also be unloaded. Asynchronous create request for an AssetBundle. Asset object being loaded (Read Only). 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 load request from an AssetBundle. Asset objects with sub assets being loaded. (Read Only) Asset object being loaded (Read Only). The AssetBundle module implements the AssetBundle class and related APIs to load data from AssetBundles.