path | @param path Путь файла на диске |
crc | An 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. |
offset | An optional byte offset. This value specifies where to start reading the AssetBundle from. |
AssetBundleCreateRequest Asynchronous create request for an AssetBundle. Use assetBundle property to get an AssetBundle once it is loaded.
Асинхронно создает AssetBundle из области памяти.
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.
This is the fastest way to load an AssetBundle.
using UnityEngine; using System.Collections; using System.IO;
public class LoadFromFileAsyncExample : MonoBehaviour { IEnumerator Start() { var bundleLoadRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, "myassetBundle")); 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); } }
See Also: AssetBundleCreateRequest, LoadFromFile.