Version: 2019.2
LanguageEnglish
  • C#

AssetBundle.LoadFromMemory

Suggest a change

Success!

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.

Close

Submission failed

For 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.

Close

Cancel

public static AssetBundle LoadFromMemory(byte[] binary, uint crc);

Parameters

binaryArray of bytes with the AssetBundle data.
crcAn 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.

Returns

AssetBundle Loaded AssetBundle object or null if failed.

Description

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.

using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

public class ExampleClass : MonoBehaviour { byte[] MyDecription(byte[] binary) { byte[] decrypted = new byte[1024]; return decrypted; }

IEnumerator Start() { var uwr = UnityWebRequest.Get("http://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest(); byte[] decryptedBytes = MyDecription(uwr.downloadHandler.data); AssetBundle.LoadFromMemory(decryptedBytes); } }

Did you find this page useful? Please give it a rating: