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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 want to download the AssetBundle using your own system instead of the UnityWebRequest class, or when you have downloaded the data with encryption using UnityWebRequest and need to create the AssetBundle from the unencrypted bytes.
Compared to AssetBundle.CreateFromMemoryImmediate, this version will perform AssetBundle decompression on a background thread, and will not create the AssetBundle object immediately. Thus, using this function to load an uncompressed AssetBundle will cause it to have the same behaviour as CreateFromMemoryImmediate.
Method CreateFromMemory is obsolete and has been renamed to LoadFromMemoryAsync.
See Also: AssetBundleCreateRequest, AssetBundle.CreateFromMemoryImmediate.