TAssetBundle Lite
Production AssetBundle Pipeline. Free.
Tired of fragile bundle setups, dependency headaches, and rebuild times that crawl?
TAssetBundle Lite gives you a complete AssetBundle pipeline — configuration, build, download, load — in one consistent workflow. Your runtime code only loads assets by path. Bundles become invisible.
▸ Lite is the complete core — not a stripped-down preview. Pro adds a productivity layer on top (memory auto-management + dev efficiency tools), and that layer works because the core is already complete.
🔥 Drop a manifest. Pick a strategy. Ship.
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⭐ Why TAssetBundle Lite?
Working with most AssetBundle systems hits the same walls:
• Setup complexity — abstract concepts (groups, labels, profiles) before shipping
• Manual grouping — every asset assigned to a group or label by hand
• Build times grow with project size as caches invalidate too often
• Bundle structure changes force runtime code edits
TAssetBundle Lite eliminates them:
• Folder-first setup — drop a TAssetBundleManifest, no abstract concepts to learn
• Rule-based grouping — CompositionStrategy automates assignment (combine and reorder)
• Incremental build cache with bidirectional dependency tracking
• Path-based runtime — change bundle composition without touching game code
How it works: Drop a TAssetBundleManifest into any folder — every file underneath becomes managed. Pick a CompositionStrategy (all_together, folder_separately, regex_match, and more) to define grouping. Strategies execute in order, so you can combine them. Want to restructure later? Swap the strategy in seconds — your game code stays untouched.
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🏗️ Manifest — Full Control Over Bundle Structure
Drop a TAssetBundleManifest into any folder. Everything underneath becomes a managed target.
• Auto configuration — Use built-in CompositionStrategies (all_together, all_separately, regex_match, folder_separately, and more)
• Manual configuration — Drag assets directly into the bundle list
• Multiple manifests per folder — Apply different rules to different assets in the same directory
• Strategies execute in order — Combine them for precise control
Per-manifest options: Built-in (StreamingAssets), Encrypt, Tags (for selective downloads).
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⬇️ Flexible Download System
Download only what you need, when you need it.
• Download by tags, specific assets, or scenes
• Check download size before starting
• Non-destructive catalog update check — preview download sizes without replacing the active catalog
• Built-in progress tracking
• Custom web request headers (authorization, CDN tokens)
Perfect for live services and mobile games.
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🛠 Powerful Editor Tools
• TAssetBundle Browser — Search, filter, and sort assets across all manifests
• Cross-Reference Analyzer — Detect and visualize cross-bundle asset references
• Asset Reference Tracker — Runtime tracker for currently loaded assets
• Dependency Checker — Visualize bundle dependencies
• Web Server Test Tool — Test remote loading locally
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🔒 Encryption & WebGL Support
• Built-in AssetBundle encryption (Rijndael)
• WebGL-compatible loading with custom cache management
• SpecificManagedAssetBundleProvider for full control
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💻 Simple & Clean API
// Initialize
await TAssetBundles.InitializeAsync().ToTask();
// Load assets
var handle = await TAssetBundles.LoadAssetAsync<Sprite>(iconRef).ToTask();
// Download by tags
await TAssetBundles.DownloadByTagsAsync(new[] { "level1" }).ToTask();
// Unload
TAssetBundles.UnloadAsset(handle);
Load by path or use AssetRef (Inspector drag & drop) — both stay valid even when assets are moved or renamed. Dependencies are resolved automatically.
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⬆️ Want a High-Level API on Top?
Lite gives you the complete production pipeline. If your project also wants automatic memory management on top of that — assets released when GameObjects are destroyed, built-in prefab pooling, path aliases — there's a Pro edition that adds these as a layer:
• AssetManager — context-based loading; assets auto-released on GameObject destroy
• LinkAsset — automatic memory management
• PrefabPoolManager — built-in prefab pooling
• PathAliasTable — path aliases for DLC overrides (priority-ordered folder search)
• Asset Usage Tracker — runtime monitor of GameObject ↔ asset relationships
→ TAssetBundle Pro on the Asset Store
Upgrading is non-destructive — import the Pro .unitypackage into your existing Lite project. The 'using TAssetBundle.Extensions;' namespace becomes available, and your existing low-level API code keeps working unchanged.
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📦 What's Included
• Full source code — Understand, modify, extend (no hidden DLLs)
• 4 sample scenes — Loading, sprite/atlas, downloading, dynamic asset path collection
• Plugin system — Extend with custom build steps, providers, and UI (Play Asset Delivery plugin included)
• Comprehensive documentation — Online manual, API docs, video tutorials
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⚙️ Requirements
• Unity 2021.3 LTS or later
• Windows, macOS, iOS, Android, WebGL
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📚 Documentation & Support
• Forum
• Discord
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🎯 Ideal For
• Teams that need a complete AssetBundle pipeline with manifest-based composition, incremental builds, and a unified runtime API
• Developers who want production tooling with full source — no locked-down DLLs
• Projects looking for one consistent workflow from build to runtime, without juggling separate systems for configuration, download, and loading
• Mobile and live-service games where bundle structure changes often — path-based runtime keeps your code untouched