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Removed
Method CreateFromMemory has been renamed to LoadFromMemoryAsync (UnityUpgradable) -> LoadFromMemoryAsync(*)

AssetBundle.CreateFromMemory

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public static function CreateFromMemory(binary: byte[]): AssetBundleCreateRequest;
public static AssetBundleCreateRequest CreateFromMemory(byte[] binary);

Parámetros

Descripción

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 WWW class, or when you have downloaded the data with encryption using WWW 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.

See Also: AssetBundleCreateRequest, AssetBundle.CreateFromMemoryImmediate.

function Start () {
	var www = WWW ("http://myserver/myBundle.unity3d");
	yield www;   
	var assetBundleCreateRequest = AssetBundle.CreateFromMemory (www.bytes);
	yield assetBundleCreateRequest;
	AssetBundle assetBundle = assetBundleCreateRequest.assetBundle;
}
IEnumerator Start () {
	WWW www = new WWW ("http://myserver/myBundle.unity3d");
	yield return www;   
	AssetBundleCreateRequest assetBundleCreateRequest = AssetBundle.CreateFromMemory (www.bytes);
	yield return assetBundleCreateRequest;
	AssetBundle assetBundle = assetBundleCreateRequest.assetBundle;
}