However, this is not the only strategy that makes using LoadFromMemoryAsync possible. Var prefab = bundle.LoadAsset("MyObject") IEnumerator LoadFromMemoryAsync(string path)ĪssetBundleCreateRequest createRequest = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path)) ĪssetBundle bundle = createRequest.assetBundle Here’s one example of how to use this method: using UnityEngine LZ4 compressed bundles are loaded in their compressed state. If the bundle is LZMA compressed it will decompress the AssetBundle while it’s loading. Optionally you can also pass in a CRC value if you desire. This function takes an array of bytes that contains AssetBundle data. UnityWebRequestAssetBundle’s DownloadHandlerAssetBundle (Unity 5.3 or newer).See in Glossary method used when the AssetBundles were built (uncompressed, LZMA, LZ4). See Texture Compression, Animation Compression, Audio Compression, Build Compression. Their behavior varies based on the platform the bundle is being loaded and the compression A method of storing data that reduces the amount of storage space it requires. There are four different APIs that you can use to load AssetBundles.
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