UnityEngine.AssetBundleModule API for accessing the content of AssetBundle files. Return true if the AssetBundle contains Unity Scene files 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. Asynchronously create an AssetBundle from a memory region. Synchronously create an AssetBundle from a memory region. Return all Asset names in the AssetBundle. Get an enumeration of all the currently loaded AssetBundles. Return all the names of Scenes in the AssetBundle. Loads all Assets contained in the AssetBundle synchronously. When specified only main or visible objects that derive from the provided type are returned. Loads all Assets contained in the AssetBundle synchronously. When specified only main or visible objects that derive from the provided type are returned. Loads all Assets contained in the AssetBundle synchronously. When specified only main or visible objects that derive from the provided type are returned. Loads all Assets contained in the AssetBundle asynchronously. When specified only main or visible objects that derive from the provided type are returned. Loads all Assets contained in the AssetBundle asynchronously. When specified only main or visible objects that derive from the provided type are returned. Loads all Assets contained in the AssetBundle asynchronously. When specified only main or visible objects that derive from the provided type are returned. Synchronously loads an Asset from the AssetBundle. Name of the Asset. For the most precise matching this should be the relative path of the Asset that was built into the AssetBundle, including the file extension. The relative path and file extension are optional, and Assets can be found and loaded based on the filename alone. However this opens the potential for unexpected results if the filename is not unique within the AssetBundle. At build time it is also possible to specify a name for the Asset using AssetBundleBuild.addressableNames. In that case that specified name will be expected to load the Asset instead of the Asset path. The provided type will be checked against the Asset's main object, and if that is not compatible it will be matched against visible objects within the Asset. Not all nested objects are visible, for example this will not work to directly retrieve a Transform, MonoBehaviour or other Component. In cases where there are multiple matches for the name argument, the requested type can determine which Asset to load. Synchronously loads an Asset from the AssetBundle. Name of the Asset. For the most precise matching this should be the relative path of the Asset that was built into the AssetBundle, including the file extension. The relative path and file extension are optional, and Assets can be found and loaded based on the filename alone. However this opens the potential for unexpected results if the filename is not unique within the AssetBundle. At build time it is also possible to specify a name for the Asset using AssetBundleBuild.addressableNames. In that case that specified name will be expected to load the Asset instead of the Asset path. The provided type will be checked against the Asset's main object, and if that is not compatible it will be matched against visible objects within the Asset. Not all nested objects are visible, for example this will not work to directly retrieve a Transform, MonoBehaviour or other Component. In cases where there are multiple matches for the name argument, the requested type can determine which Asset to load. Synchronously loads an Asset from the AssetBundle. Name of the Asset. For the most precise matching this should be the relative path of the Asset that was built into the AssetBundle, including the file extension. The relative path and file extension are optional, and Assets can be found and loaded based on the filename alone. However this opens the potential for unexpected results if the filename is not unique within the AssetBundle. At build time it is also possible to specify a name for the Asset using AssetBundleBuild.addressableNames. In that case that specified name will be expected to load the Asset instead of the Asset path. The provided type will be checked against the Asset's main object, and if that is not compatible it will be matched against visible objects within the Asset. Not all nested objects are visible, for example this will not work to directly retrieve a Transform, MonoBehaviour or other Component. In cases where there are multiple matches for the name argument, the requested type can determine which Asset to load. Asynchronously loads an Asset from the bundle. Name of the Asset. For the most precise matching this should be the relative path of the Asset that was built into the AssetBundle, including the file extension. The relative path and file extension are optional, and Assets can be found and loaded based on the filename alone. However this opens the potential for unexpected results if the filename is not unique within the AssetBundle. At build time it is also possible to specify a name for the Asset using AssetBundleBuild.addressableNames. In that case that specified name will be expected to load the Asset instead of the Asset path. The provided type will be checked against the Asset's main object, and if that is not compatible it will be matched against visible objects within the Asset. Not all nested objects are visible, for example this will not work to directly retrieve a Transform, MonoBehaviour or other Component. In cases where there are multiple matches for the name argument, the requested type can determine which Asset to load. Asynchronously loads an Asset from the bundle. Name of the Asset. For the most precise matching this should be the relative path of the Asset that was built into the AssetBundle, including the file extension. The relative path and file extension are optional, and Assets can be found and loaded based on the filename alone. However this opens the potential for unexpected results if the filename is not unique within the AssetBundle. At build time it is also possible to specify a name for the Asset using AssetBundleBuild.addressableNames. In that case that specified name will be expected to load the Asset instead of the Asset path. The provided type will be checked against the Asset's main object, and if that is not compatible it will be matched against visible objects within the Asset. Not all nested objects are visible, for example this will not work to directly retrieve a Transform, MonoBehaviour or other Component. In cases where there are multiple matches for the name argument, the requested type can determine which Asset to load. Asynchronously loads an Asset from the bundle. Name of the Asset. For the most precise matching this should be the relative path of the Asset that was built into the AssetBundle, including the file extension. The relative path and file extension are optional, and Assets can be found and loaded based on the filename alone. However this opens the potential for unexpected results if the filename is not unique within the AssetBundle. At build time it is also possible to specify a name for the Asset using AssetBundleBuild.addressableNames. In that case that specified name will be expected to load the Asset instead of the Asset path. The provided type will be checked against the Asset's main object, and if that is not compatible it will be matched against visible objects within the Asset. Not all nested objects are visible, for example this will not work to directly retrieve a Transform, MonoBehaviour or other Component. In cases where there are multiple matches for the name argument, the requested type can determine which Asset to load. Loads Asset and sub Assets from the AssetBundle synchronously. Name of the Asset. Type to load. Loads Asset and sub Assets from the AssetBundle synchronously. Name of the Asset. Type to load. Loads Asset and sub Assets from the AssetBundle synchronously. Name of the Asset. Type to load. Loads Asset and sub Assets from the AssetBundle asynchronously. Name of the Asset. Type to load. Loads Asset and sub Assets from the AssetBundle asynchronously. Name of the Asset. Type to load. Loads Asset and sub Assets from the AssetBundle asynchronously. Name of the Asset. Type to load. 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. 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 load request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. 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 load request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. 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 load request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. Synchronously load 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. Synchronously load 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 load 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 load request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. Asynchronously load 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 load 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. 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. 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 load request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. 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 load request for an AssetBundle. Use AssetBundleCreateRequest.assetBundle property to get an AssetBundle once it is loaded. 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 load 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. 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 load 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). Async unload operation for an AssetBundle. Synchronously waits for the operation to complete. The AssetBundle module implements the AssetBundle class and related APIs to load data from AssetBundles.