| Parameter | Description |
|---|---|
| nameSpace | The ContentNamespace used to filter the results. |
| filename | Path of the file on disk. |
| dependencies | List of the ContentFiles that will be referenced by the file being loaded. The ordering must match the ordering returned from the build process. ContentFile.GlobalTableDependency can be used to indicate that the PersistentManager should be used to resolve references. This allows references to files such as "unity default resources". |
| dependentFence | The load will not begin until this JobHandle completes. A default JobHandle can be used if there is no dependency. |
ContentFile Handle to access the results of the load process.
Loads a serialized file asynchronously from disk.
This is a low-level API. To load content built with BuildPipeline.BuildContentDirectory,
use the ContentLoadManager and Loadable<T0> API instead of this method.
The status of the load operation can be accessed using the returned ContentFile. Objects loaded with this method are not garbage collected. To free resources when they are no longer required, call ContentFile.UnloadAsync. You must always call ContentFile.UnloadAsync even if the load fails.
using System.Collections; using Unity.Collections; using Unity.Content; using Unity.Loading; using UnityEngine;
namespace BuildDocExamples { public class ContentLoadInterface_LoadContentFileAsyncExample : MonoBehaviour { public IEnumerator Start() { NativeArray<ContentFile> empty = new NativeArray<ContentFile>(); ContentFile depFileHandle = ContentLoadInterface.LoadContentFileAsync(ContentNamespace.Default, "path/to/depfile", empty);
NativeArray<ContentFile> depFiles = new NativeArray<ContentFile>(1, Allocator.Temp); depFiles[0] = depFileHandle; ContentFile rootFileHandle = ContentLoadInterface.LoadContentFileAsync(ContentNamespace.Default, "path/to/rootfile", depFiles); depFiles.Dispose();
// yield coroutine until loading is complete while (rootFileHandle.LoadingStatus == LoadingStatus.InProgress) yield return null;
ulong localFileIdentifierOfObjectIWant = 25; GameObject obj = (GameObject)rootFileHandle.GetObject(localFileIdentifierOfObjectIWant);
// When done using obj. unload both files. ContentFileUnloadHandle unloadHandleRoot = rootFileHandle.UnloadAsync(); ContentFileUnloadHandle unloadHandleDep = depFileHandle.UnloadAsync();
// yield coroutine until loading is complete while (!unloadHandleRoot.IsCompleted || !unloadHandleRoot.IsCompleted) yield return null;
// file is now completly unloaded. obj has been deleted } } }