stream | The managed Stream object. Unity calls Read(), Seek() and the Length property on this object to load the AssetBundle data. |
crc | An optional CRC-32 checksum of the uncompressed content. |
managedReadBufferSize | You can use this to override the size of the read buffer Unity uses while loading data. The default size is 32KB. |
AssetBundle The loaded AssetBundle object or null when the object fails to load.
Synchronously loads an AssetBundle from a managed Stream.
The function supports bundles of any compression type.
lzma compressed data is decompressed to memory, while uncompressed and chunk-compressed bundles are read directly from the Stream.
The content is compared against the checksum before it is loaded when the checksum is a non-zero value. An error is thrown if it does not match.
Unlike LoadFromStreamAsync, this function is synchronous and only returns when it has loaded the AssetBundle object.
Unlike LoadFromFile, the data for the AssetBundle is supplied by a managed Stream object.
The following are restrictions on a Stream object to optimize AssetBundle data loading:
To reduce the number of calls from native to managed code the data is read from the Stream using a buffered reader with a buffer size of managedReadBufferSize.
Do not dispose the Stream object while loading the AssetBundle or any assets from the bundle. Its lifetime should be longer than the AssetBundle. This means you dispose the Stream object after calling AssetBundle.Unload.
using UnityEngine; using System.Collections; using System; using System.IO;
public class LoadFromStreamExample : MonoBehaviour { void Start() { var fileStream = new FileStream(Application.streamingAssetsPath, FileMode.Open, FileAccess.Read); var myLoadedAssetBundle = AssetBundle.LoadFromStream(fileStream); if (myLoadedAssetBundle == null) { Debug.Log("Failed to load AssetBundle!"); return; }
var prefab = myLoadedAssetBundle.LoadAsset<GameObject>("MyObject"); Instantiate(prefab);
myLoadedAssetBundle.Unload(false); fileStream.Dispose(); } }
Additional resources: AssetBundle, LoadFromStreamAsync LoadFromFile.