Select your preferred scripting language. All code snippets will be displayed in this language.
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.
CloseFor 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.
Closebinary | 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 www = WWW ("http://myserver/myBundle.unity3d"); yield www; var decryptedBytes = MyDecription(www.bytes); var assetBundle = AssetBundle.LoadFromMemory(decryptedBytes); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { byte[] MyDecription(byte[] binary) { byte[] decrypted; return decrypted; }
IEnumerator Start() { WWW www = new WWW("http://myserver/myBundle.unity3d"); yield return www; byte[] decryptedBytes = MyDecription(www.bytes); AssetBundle assetBundle = AssetBundle.LoadFromMemory(decryptedBytes); } }
See Also: AssetBundle, LoadFromMemoryAsync, LoadFromFile.