![]() Loading a fully compressed (LZMA) bundle with this method will first decompress the bundle before loading it into memory. LoadFromFile will load the bundle directly from disk if the bundle is uncompressed or chunk (LZ4) compressed. This API is highly-efficient when loading uncompressed bundles from local storage. How do you properly load Asset Bundles with dependencies - Unity Answers // Load the dependency bundle required by the prefab bundle // Tanonymouss contains tanonymousngs like Textures that wouldnt be instantiated separately WWW www WWW. File.ReadAllBytes(path) could be replaced with any desired procedure of obtaining a byte array. However, this is not the only strategy that makes using LoadFromMemoryAsync possible. Var prefab = bundle.LoadAsset.("MyObject") Here’s one example of how to use this method: IEnumerator LoadFromMemoryAsync(string path)ĪssetBundleCreateRequest createRequest = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path)) ĪssetBundle bundle = createRequest.assetBundle 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. Runs automatically on asset reload, and whenever you make a new build. You can access the various build numbers in your code through e.g.
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