path | ディスクにあるファイルのパス |
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。 |
offset | オプションのバイトのオフセット。この値はアセットバンドルのどこから読み込み始めるかを指定します。 |
AssetBundleCreateRequest アセットバンドルを非同期で作成することを要求します。読み込まれたアセットバンドルをすぐに取得したい場合は、 assetBundle プロパティーを使ってください。
ディスクから非同期でアセットバンドルを読み込みます。
The function supports bundles of any compression type.
In case of lzma compression, the data will be decompressed to the memory. Uncompressed and chunk-compressed bundles can be read directly from disk.
これがアセットバンドルを最速で読み込む方法です。
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); } }
関連項目: AssetBundleCreateRequest, LoadFromFile.
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