Version: 2023.1
言語: 日本語


When defining AssetBundles there are a few rules to be aware of:

  • Scenes and Assets can’t be included together in the same AssetBundle. An individual AssetBundle can only contain either Scenes or Assets.
  • A specific Scene or Asset can’t be assigned to more than one AssetBundle
  • AssetBundles can’t contain Script assets
  • Files inside the StreamingAssets folder cannot be put in an AssetBundle
  • The AssetBundle name cannot match the name of the output folder

Beyond those rules you are free to assign any asset to any bundle you desire. However, there are certain strategies to consider when setting up your bundles.


Logical Entity Grouping is a strategy you can use to decide how to organize what goes into each of your project’s AssetBundles. The principle is to base your decisions on the functional portion of the project that each piece of content represents. This includes sections such as User-Interface, characters, environments, and anything else that may appear frequently throughout the lifetime of the application.

  • UI 画面用の全てのテクスチャとレイアウトのデータをまとめてバンドルにする
  • 特定の、あるいは一式のキャラクターの、全てのモデルとアニメーションをまとめてバンドルにする
  • 複数のステージで共有される背景の各部分のテクスチャーやモデルをまとめてバンドルにする

Organizing your AssetBundles by Logical Entity Grouping is ideal for downloadable content (DLC), because it allows you to more easily make small changes to your project which don’t require your users to re-download large amounts of additional, unchanged, assets.



Type Grouping is a strategy where you assign assets of similar type, such as audio tracks or language localization files, to a single AssetBundle.

Type grouping can be useful to establish AssetBundles that change rarely, or are potentially identical across multiple target platforms. For example formats like Audio will tend to match between platforms so long as the compression settings are identical. And the format and settings of textures change rarely, so AssetBundles containing only Textures will tend to be compatible with a wider range of player versions than AssetBundles containing scenes, prefabs or script-based objects. Grouping AssetBundles this way may result in fewer AssetBundles changing and requiring distribution when a new build is done. The downside is that more AssetBundles may need to be downloaded and loaded to assemble all dependent objects together at runtime.



同時コンテンツごとの分類は、シーンごとのバンドルを作成する際に最もよく使用されます。この割り当て方法では、各シーンのバンドルに、そのシーンのほとんど (または全て) の依存を含めます。

Note: When building an AssetBundle containing a Scene, any Assets referenced by that Scene will also be automatically included in the AssetBundle, unless those Assets are explicitly assigned to a different AssetBundle. This is convenient when doing Concurrent Content Grouping, but you need to keep an eye out for duplicated assets if any referenced assets are also used by other scenes that you are building into separate AssetBundles.

Additional Tips

A project absolutely can and should mix these strategies as your needs require. Using the optimal asset assignment strategy for any given scenario greatly increases efficiency for any project.

例えば、ひとつのプロジェクトで、UI 要素はプラットフォーム別にまとめてバンドルに入れ、インタラクティブコンテンツはステージやシーンごとにまとめるということも可能です。


  • 頻繁に更新されるオブジェクトとあまり変更されないオブジェクトを別々のアセットバンドルに入れる。
  • 同時に読み込まれる可能性の高いオブジェクト同士をまとめる。例えば、特定のモデルとそのテクスチャーとアニメーション、など。
  • 複数の異なるアセットバンドル内にある複数のオブジェクトが、全く別のアセットバンドル内の 1 つのアセットに依存している場合は、その依存を別のアセットバンドルに移す。いくつかのアセットバンドルが、別のアセットバンドル内にある同じ一式のアセットを参照している場合は、これらの依存を抜き出して 1 つの共有のアセットバンドルに移動させることで重複を減らすと良いかもしれません。
  • If two sets of objects are unlikely to ever be loaded at the same time, such as Standard and High Definition assets, be sure they are in different AssetBundles.
  • Consider splitting apart an AssetBundle if less than 50% of that bundle is ever frequently loaded at the same time
  • Consider combining AssetBundles that are small but whose content is frequently loaded simultaneously
  • 複数のオブジェクトが、同一オブジェクトの単なる別バージョンである場合は、アセットバンドル バリアントの使用を検討してみてください。
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