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AssetBundle.LoadFromFile

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public static method LoadFromFile(path: string, crc: uint = 0, offset: ulong = 0): AssetBundle;
public static AssetBundle LoadFromFile(string path, uint crc = 0, ulong offset = 0);

Parameters

pathPath of the file on disk.
crcAn optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.
offsetAn optional byte offset. This value specifies where to start reading the AssetBundle from.

Returns

AssetBundle Loaded AssetBundle object or null if failed.

Description

Synchronously loads an AssetBundle from a file on disk.

The function supports bundles of any compression type. In case of lzma compression, the data will be decompressed to the memory. Uncompressed and chunk-compressed bundles can be read directly from disk.

Compared to LoadFromFileAsync, this version is synchronous and will not return until it is done creating the AssetBundle object.

This is the fastest way to load an AssetBundle.

public class LoadFromFileExample extends MonoBehaviour {
    function Start() {
        var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle"));
        if (myLoadedAssetBundle == null) {
            Debug.Log("Failed to load AssetBundle!");
            return;
        }
        var prefab = myLoadedAssetBundle.LoadAsset.<GameObject>("MyObject");
        Instantiate(prefab);
        myLoadedAssetBundle.Unload(false);
    }
}
using UnityEngine;
using System.Collections;
using System.IO;

public class LoadFromFileExample : MonoBehaviour { void Start() { var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle")); if (myLoadedAssetBundle == null) { Debug.Log("Failed to load AssetBundle!"); return; }

var prefab = myLoadedAssetBundle.LoadAsset<GameObject>("MyObject"); Instantiate(prefab);

myLoadedAssetBundle.Unload(false); } }

Parameters

pathPath of the file on disk.
crcAn optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.
offsetAn optional byte offset. This value specifies where to start reading the AssetBundle from.

Returns

void Loaded AssetBundle object or null if failed.

Description

Synchronously loads an AssetBundle from a file on disk.

The function supports bundles of any compression type.