stream | The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. |
crc | An optional CRC-32 checksum of the uncompressed content. |
managedReadBufferSize | You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB. |
AssetBundleCreateRequest Asynchronous create request for an AssetBundle. Use assetBundle property to get an AssetBundle once it is loaded.
Asynchronously loads an AssetBundle from a managed Stream.
The function supports bundles of any compression type.
lzma compressed data is decompressed to memory, while uncompressed and chunk-compressed bundles are read directly from the Stream.
Unlike LoadFromStream, this function is asynchronous.
Unlike LoadFromFileAsync, the data for the AssetBundle is supplied by a managed Stream object.
The following are restrictions on a Stream object to optimize AssetBundle data loading:
To reduce the number of calls from native to managed code the data is read from the Stream using a buffered reader with a buffer size of managedReadBufferSize.
Do not dispose the Stream object while loading the AssetBundle or any assets from the bundle. Its lifetime should be longer than the AssetBundle. This means you dispose the Stream object after calling AssetBundle.Unload.
using UnityEngine; using System.Collections; using System.IO; using System;
public class LoadFromFileAsyncExample : MonoBehaviour { IEnumerator Start() { var fileStream = new FileStream(Application.streamingAssetsPath, FileMode.Open, FileAccess.Read); var bundleLoadRequest = AssetBundle.LoadFromStreamAsync(fileStream); yield return bundleLoadRequest;
var myLoadedAssetBundle = bundleLoadRequest.assetBundle; if (myLoadedAssetBundle == null) { Debug.Log("Failed to load AssetBundle!"); yield break; }
var assetLoadRequest = myLoadedAssetBundle.LoadAssetAsync<GameObject>("MyObject"); yield return assetLoadRequest;
GameObject prefab = assetLoadRequest.asset as GameObject; Instantiate(prefab);
myLoadedAssetBundle.Unload(false); fileStream.Close(); } }
See Also: AssetBundle, LoadFromStream LoadFromFileAsync.