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Unity Engine


LoadFromFileAsync

Asynchronously loads an AssetBundle from a file on disk.
Read time 3 minutesLast updated 4 days ago

Definition

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

LoadFromFileAsync(string)

Asynchronously loads an AssetBundle from a file on disk.
public static AssetBundleCreateRequest LoadFromFileAsync(string path)

Parameters

path

Path of the file on disk.

Returns

Type

Description

AssetBundleCreateRequestAsynchronous load request for an AssetBundle. Use _assetBundle property to get an AssetBundle once it is loaded.

Remarks

The function supports bundles of any compression type. In case of LZMA compression, the data will be decompressed to the memory. See AssetBundles compression for more details.
This is the fastest way to load an AssetBundle.

Examples

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); }}

LoadFromFileAsync(string, uint)

Asynchronously loads an AssetBundle from a file on disk.
public static AssetBundleCreateRequest LoadFromFileAsync(string path, uint crc)

Parameters

path

Path of the file on disk.

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

AssetBundleCreateRequestAsynchronous load request for an AssetBundle. Use _assetBundle property to get an AssetBundle once it is loaded.

Remarks

The function supports bundles of any compression type. In case of LZMA compression, the data will be decompressed to the memory. See AssetBundles compression for more details.
This is the fastest way to load an AssetBundle.

Examples

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); }}

LoadFromFileAsync(string, uint, ulong)

Asynchronously loads an AssetBundle from a file on disk.
public static AssetBundleCreateRequest LoadFromFileAsync(string path, uint crc, ulong offset)

Parameters

path

Path of the file on disk.

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.

offset

An optional byte offset. This value specifies where to start reading the AssetBundle from.

Returns

Type

Description

AssetBundleCreateRequestAsynchronous load request for an AssetBundle. Use _assetBundle property to get an AssetBundle once it is loaded.

Remarks

The function supports bundles of any compression type. In case of LZMA compression, the data will be decompressed to the memory. See AssetBundles compression for more details.
This is the fastest way to load an AssetBundle.

Examples

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); }}