TAssetBundle Lite


Production-ready, all-in-one AssetBundle management for Unity — free. Path-based loading, rule-based composition, incremental builds, Play Asset Delivery. From build to runtime — one workflow.


by tigu77


Price History +

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


Online Manual

API Documentation

Video Tutorials

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