path | 文件在磁盘上的路径。 |
crc | 未压缩内容的 CRC-32 校验和(可选)。如果该参数不为零,则加载前将内容与校验和进行比较,如果不匹配则给出错误。 |
offset | 字节偏移(可选)。该值指定读取 AssetBundle 的起始位置。 |
AssetBundle 已加载的 AssetBundle 对象,如果失败则为 null。
从磁盘上的文件同步加载 AssetBundle。
该函数支持任意压缩类型的捆绑包。
如果是 lzma 压缩,则将数据解压缩到内存。可以从磁盘直接读取未压缩和使用块压缩的捆绑包。
与 LoadFromFileAsync 相比,该版本是同步的,将等待 AssetBundle 对象创建完毕才返回。
这是加载 AssetBundle 的最快方法。
using UnityEngine; using System.Collections; using System.IO;
public class LoadFromFileExample : MonoBehaviour { void Start() { var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "myassetBundle")); if (myLoadedAssetBundle == null) { Debug.Log("Failed to load AssetBundle!"); return; }
var prefab = myLoadedAssetBundle.LoadAsset<GameObject>("MyObject"); Instantiate(prefab);
myLoadedAssetBundle.Unload(false); } }
另请参阅:AssetBundle、LoadFromFileAsync。
path | 文件在磁盘上的路径。 |
crc | 未压缩内容的 CRC-32 校验和(可选)。如果该参数不为零,则加载前将内容与校验和进行比较,如果不匹配则给出错误。 |
offset | 字节偏移(可选)。该值指定读取 AssetBundle 的起始位置。 |
void 已加载的 AssetBundle 对象,如果失败则为 null。
从磁盘上的文件同步加载 AssetBundle。
该函数支持任意压缩类型的捆绑包。
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