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.TAssetBundle LiteProduction 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 editsTAssetBundle 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 codeHow 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 StructureDrop 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 controlPer-manifest options: Built-in (StreamingAssets), Encrypt, Tags (for selective downloads).━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━⬇️ Flexible Download SystemDownload 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// Initializeawait TAssetBundles.InitializeAsync().ToTask();// Load assetsvar handle = await TAssetBundles.LoadAssetAsync(iconRef).ToTask();// Download by tagsawait TAssetBundles.DownloadByTagsAsync(new[] { "level1" }).ToTask();// UnloadTAssetBundles.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 StoreUpgrading 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


