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。 |
AssetBundleCreateRequest AssetBundle 的异步创建请求。加载后使用 assetBundle 属性获取 AssetBundle。
从磁盘上的文件异步加载 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。
这是加载 AssetBundle 的最快方法。
using UnityEngine; using System.Collections; using System.IO;
public class LoadFromFileAsyncExample : MonoBehaviour { IEnumerator Start() { var bundleLoadRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, "myassetBundle")); yield return bundleLoadRequest;
var myLoadedAssetBundle = bundleLoadRequest.assetBundle; if (myLoadedAssetBundle == null) { Debug.Log("Failed to load AssetBundle!"); yield break; }
var assetLoadRequest = myLoadedAssetBundle.LoadAssetAsync<GameObject>("MyObject"); yield return assetLoadRequest;
GameObject prefab = assetLoadRequest.asset as GameObject; Instantiate(prefab);
myLoadedAssetBundle.Unload(false); } }
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