Version: Unity 6 Preview (6000.0)
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, tracking data structures and any memory buffers holding content of the AssetBundle will be freed. But any instances of objects loaded from this bundle 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.

Note: Passing a value of false for unloadAllObjects can cause unexpected behavior in the Editor. For example, the Mip Map Streaming system might still reference textures loaded from a bundle after exiting play mode. This means when the Mip Map streaming system tries to update each texture's mipmaps, it can't access the unloaded bundle and displays errors in the console. To avoid this, use conditional compilation to pass true in the Editor, and false in builds. See AssetBundles compression for a description of the different compression formats used and their impact on memory while loaded.

Additional resources: Unload, UnloadAsync, Using AssetBundles Natively.