In the event of retrieving assets from your bundles, you can use three separate functions:
AssetBundle.Load: This will load one object only by the given name; also it will block the main thread.
AssetBundle.LoadAsync: This will load one object only by a given name; it will not block the main thread. Use this method for huge assets.
AssetBundle.LoadAll: This will load every object from your
AssetBundle.Unload method in the event of unloading assets. Let's look at a simple usage example of the asynchronous method as shown in the following code without any exception handling and any checks (just as
using UnityEngine; using System.Collections; public class GetAssetBundleAsync ...