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AssetBundle.CreateFromMemoryImmediate

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public static function CreateFromMemoryImmediate(binary: byte[]): AssetBundle;
public static AssetBundle CreateFromMemoryImmediate(byte[] binary);
public static def CreateFromMemoryImmediate(binary as byte[]) as AssetBundle

Parameters

binary Array of bytes with the AssetBundle data.

Description

Synchronously create an AssetBundle from a memory region.

Use this method to create an AssetBundle from an array of bytes. 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 and need to create the AssetBundle from the unencrypted bytes. Compared to AssetBundle.CreateFromMemory, this version is synchronous and will not return until it is done creating the AssetBundle object. See Also: AssetBundleCreateRequest, AssetBundle.CreateFromMemory.

function Start () {
	var www = WWW ("http://myserver/myBundle.unity3d");
	yield www;   
	var assetBundle = AssetBundle.CreateFromMemoryImmediate (www.bytes);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    IEnumerator Start() {
        WWW www = new WWW("http://myserver/myBundle.unity3d");
        yield return www;
        AssetBundle assetBundle = AssetBundle.CreateFromMemoryImmediate(www.bytes);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Start() as IEnumerator:
		www as WWW = WWW('http://myserver/myBundle.unity3d')
		yield www
		assetBundle as AssetBundle = AssetBundle.CreateFromMemoryImmediate(www.bytes)