Version: 1.3
LanguageEnglish
  • C#

AssetBundle.Unload

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 void Unload(bool unloadAllLoadedObjects);

Parameters

unloadAllLoadedObjects Determines whether the current instances of objects loaded from the AssetBundle will also be unloaded.

Description

Unloads an AssetBundle freeing its data.

When unloadAllLoadedObjects is false, compressed file data inside the bundle itself will be freed, but any instances of objects loaded from this bundle will remain intact. After calling UnloadAsync on an AssetBundle, you cannot load any more objects from that bundle and other operations on the bundle will throw InvalidOperationException.After calling UnloadAsync on an AssetBundle, you cannot load any more objects from that bundle and other operations on the bundle will throw InvalidOperationException.

When unloadAllLoadedObjects is true, all objects that were loaded from this bundle 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 this bundle unless it is reloaded.

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

Additional resources: AssetBundle.UnloadAllAssetBundles.