Version: 2023.2
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  • C#

AssetBundle.LoadFromFile

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Declaration

public static AssetBundle LoadFromFile(string path);

Declaration

public static AssetBundle LoadFromFile(string path, uint crc);

Declaration

public static AssetBundle LoadFromFile(string path, uint crc, ulong offset);

Parameters

path Path of the file on disk.
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.
offset An optional byte offset. This value specifies where to start reading the AssetBundle from.

Returns

AssetBundle Loaded AssetBundle object or null if failed.

Description

Synchronously loads an AssetBundle from a file on disk.

The function supports bundles of any compression type. In case of LZMA compression, the file content will be fully decompressed into memory and loaded from there. See AssetBundles compression for more details.

Compared to LoadFromFileAsync, this version is synchronous and will not return until it is done creating the AssetBundle object.

This is the fastest way to load an AssetBundle.

using UnityEngine;
using System.Collections;
using System.IO;

public class LoadFromFileExample : MonoBehaviour { void Start() { var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle")); if (myLoadedAssetBundle == null) { Debug.Log("Failed to load AssetBundle!"); return; }

var prefab = myLoadedAssetBundle.LoadAsset<GameObject>("MyObject"); Instantiate(prefab);

myLoadedAssetBundle.Unload(false); } }

Additional resources: AssetBundle, LoadFromFileAsync.