Version: 2018.4
LanguageEnglish
  • C#

AssetBundle.UnloadAllAssetBundles

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static void UnloadAllAssetBundles(bool unloadAllObjects);

Parameters

unloadAllObjects Determines whether the current instances of objects loaded from AssetBundles will also be unloaded.

Description

Unloads all currently loaded AssetBundles.

When unloadAllObjects is false, compressed file data inside the currently loaded bundles will be freed, but any instances of objects loaded from the bundles will remain intact.

When unloadAllObjects is true, all objects that were loaded from the currently loaded bundles will be destroyed as well. If there are GameObjects in your Scene referencing those assets, the references to them will become missing.

In either case you won't be able to load any more objects from the currently loaded bundles unless they are reloaded.

See Building AssetBundles for a description of the different compression formats used and their impact on memory while loaded.

See Also: AssetBundle.Unload.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961