![]() 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.
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