binary | Array of bytes with the AssetBundle data. |
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. |
AssetBundle Loaded AssetBundle object or null if failed.
Synchronously create an AssetBundle from a memory region.
Use this method to create an AssetBundle from an array of bytes. This is useful when you have downloaded the data with encryption and need to create the AssetBundle from the unencrypted bytes.
Compared to LoadFromMemoryAsync, this version is synchronous and will not return until it is done creating the AssetBundle object.
function MyDecription(binary: byte[]) : byte[] { var decrypted : byte[]; return decrypted; }
function Start () { var uwr = Networking.UnityWebRequest.Get("http://myserver/myBundle.unity3d"); yield uwr.SendWebRequest(); var decryptedBytes = MyDecription(uwr.downloadHandler.data); var assetBundle = AssetBundle.LoadFromMemory(decryptedBytes); }
using UnityEngine; using UnityEngine.Networking; using System.Collections;
public class ExampleClass : MonoBehaviour { byte[] MyDecription(byte[] binary) { byte[] decrypted = new byte[1024]; return decrypted; }
IEnumerator Start() { var uwr = UnityWebRequest.Get("http://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest(); byte[] decryptedBytes = MyDecription(uwr.downloadHandler.data); AssetBundle.LoadFromMemory(decryptedBytes); } }
See Also: AssetBundle, LoadFromMemoryAsync, LoadFromFile.