When you build or rebuild AssetBundles, you typically build all of the project’s AssetBundles together using a single API call. More info See in Glossary, Textures and other types of data are built into platform-specific formats based on the BuildTarget. One reason for this is that Shaders A program that runs on the GPU. For example, a bundle built on iOS is not compatible with Android.
For efficient delivery over networks, you can compress AssetBundles with a choice of built-in algorithms depending on use case requirements (LZMA and LZ4).ĪssetBundles can be useful for downloadable content (DLC), reducing initial install size, loading assets optimized for the end-user’s platform, and reduce runtime memory pressure.Īn AssetBundle built for any of the standalone platforms can only be loaded on that platform.
AssetBundles can express dependencies between each other for example, a Material in one AssetBundle can reference a Texture in another AssetBundle. An AssetBundle is an archive file that contains platform-specific non-code Assets (such as Models, Textures, Prefabs, Audio clips, and even entire Scenes) that Unity can load at run time.