binary | 包含 AssetBundle 数据的字节数组。 |
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。 |
AssetBundle 已加载的 AssetBundle 对象,如果失败则为 null。
从内存区域同步创建 AssetBundle。
使用该方法可从一个字节数组创建 AssetBundle。当您下载了加密数据并需要从未加密的字节创建 AssetBundle 时,这非常有用。
与 LoadFromMemoryAsync 相比,该版本是同步的,将等待 AssetBundle 对象创建完毕才返回。
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("https://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest(); byte[] decryptedBytes = MyDecription(uwr.downloadHandler.data); AssetBundle.LoadFromMemory(decryptedBytes); } }
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