binary | AssetBundle データを格納するバイトの配列 |
crc | オプションの、非圧縮コンテンツ用 CRC-32 チェックサム。 0 にならない場合、コンテンツは再び比較され、読み込む前にチェックサムが行われ、一致しない場合はエラーが返されます。 |
AssetBundle アセットバンドルオブジェクトを読み込みますが、失敗した場合は null になります。
Synchronously load an AssetBundle from a memory region.
Use this method to load an AssetBundle from an array of bytes. This is useful when you have downloaded the data with encryption and need to load the AssetBundle from the decrypted bytes.
LoadFromMemoryAsync と比較すると、このバージョンは同時的であり、アセットバンドルオブジェクトの生成が終わるまで返りません。
using UnityEngine; using UnityEngine.Networking; using System.Collections;
public class ExampleClass : MonoBehaviour { byte[] MyDecrypt(byte[] binary) { // ...Perform some decryption process here to transform the input... return binary; }
IEnumerator Start() { var uwr = UnityWebRequest.Get("https://myserver/myBundle.unity3d"); yield return uwr.SendWebRequest(); byte[] decryptedBytes = MyDecrypt(uwr.downloadHandler.data); AssetBundle.LoadFromMemory(decryptedBytes); } }
関連項目: AssetBundle, LoadFromMemoryAsync, LoadFromFile.
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