Version: 2019.4
LanguageEnglish
  • C#

AssetBundle.LoadFromMemoryAsync

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static AssetBundleCreateRequest LoadFromMemoryAsync(byte[] binary, uint crc);

Parameters

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.

Returns

AssetBundleCreateRequest Asynchronous create request for an AssetBundle. Use assetBundle property to get an AssetBundle once it is loaded.

Description

Asynchronously create an AssetBundle from a memory region.

Use this method to create an AssetBundle from an array of bytes asynchronously. This is useful when you have downloaded the data with encryption using UnityWebRequest and need to create the AssetBundle from the unencrypted bytes.

Compared to LoadFromMemory, this version will perform AssetBundle decompression on a background thread, and will not create the AssetBundle object immediately.

See Also: AssetBundleCreateRequest, LoadFromMemory, LoadFromFileAsync.