Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


LoadFromMemory

Synchronously load an AssetBundle from a memory region.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AssetBundleModule

LoadFromMemory(byte[])

Synchronously load an AssetBundle from a memory region.
public static AssetBundle LoadFromMemory(byte[] binary)

Parameters

binary

Array of bytes with the AssetBundle data.

Returns

Type

Description

AssetBundleLoaded AssetBundle object or null if failed.

Remarks

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.
Compared to AssetBundle.LoadFromMemoryAsync, this version is synchronous and will not return until it is done creating the AssetBundle object.
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); }}

LoadFromMemory(byte[], uint)

Synchronously load an AssetBundle from a memory region.
public static AssetBundle LoadFromMemory(byte[] binary, uint crc)

Parameters

binary

Array of bytes with the AssetBundle data.

crc

An optional CRC-32 checksum of the uncompressed content. If this is non-zero, then the content will be compared against the checksum before loading it, and give an error if it does not match.

Returns

Type

Description

AssetBundleLoaded AssetBundle object or null if failed.

Remarks

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.
Compared to AssetBundle.LoadFromMemoryAsync, this version is synchronous and will not return until it is done creating the AssetBundle object.
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); }}