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Comments (4)

splhack avatar splhack commented on September 3, 2024

Yes, you can set your own loader for loading an asset from AssetBundle. For example,

private Object LoadFromAssetBundle(string name)
{
    string[] names = name.Split('/');
    AssetBundle bundle = m_bundles[names[0]];
    return bundle.Load(names[1]);
}

void SetLoader()
{
    LWFObject.SetLoader(
        lwfDataLoader:(name) => {
            return ((TextAsset)LoadFromAssetBundle(name)).bytes;
        },
        textureLoader:(name) => {
            return (Texture2D)LoadFromAssetBundle(name);
        },
    );
}

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bellsakura avatar bellsakura commented on September 3, 2024

Setting my own loader solve my problem , thanks for the help

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jk127780 avatar jk127780 commented on September 3, 2024

to splhack :

Hello, how can I use your code.
I am a novice.

thanks

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splhack avatar splhack commented on September 3, 2024

Sorry, I don't understand what you don't understand. I recommend you to ask questions at http://forum.unity3d.com/forum.php If you have any question of C# or Unity things.

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