TAssetBundle Lite - All In One Asset Bundle System View on Asset Store (opens in new tab)

Package details

Latest version
5.2.0
Last updated
First released
Unity version
2022.3.62 or later
Package size
633 KB
Files
226
Favorites
4
Views in the past week
8

Price tracking

Last checked
Tracked since
Lowest recorded
Free on

Keywords

TAssetBundle Lite - All In One Asset Bundle System

by tigu77 (opens in new tab)

No ratings yet

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.

Price Free

Get it free on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for TAssetBundle Lite - All In One Asset Bundle System, 6 months Current Free; lowest Free; highest Free in this period. $0 Jul Aug Sep Oct Nov Version 5.1.0 released 10 Aug 2026 v5.1.0 Version 5.2.0 released 19 Oct 2026 v5.2.0

Asset preview

1 / 8

TAssetBundle Lite - All In One Asset Bundle System screenshot 1

TAssetBundle Lite - All In One Asset Bundle System screenshot 1

About this asset

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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⭐ 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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

🏗️ 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).

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⬇️ 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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

🛠 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

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

🔒 Encryption & WebGL Support

• Built-in AssetBundle encryption (Rijndael)

• WebGL-compatible loading with custom cache management

• SpecificManagedAssetBundleProvider for full control

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

💻 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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⬆️ 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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

📦 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

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⚙️ Requirements

• Unity 2021.3 LTS or later

• Windows, macOS, iOS, Android, WebGL

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

📚 Documentation & Support

• Online Manual

• API Documentation

• Video Tutorials

• Forum

• Discord

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

🎯 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

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2022.3.62f3 Compatible Compatible Compatible Compatible

As listed on the Asset Store.