public Thread LoadFromFileAsync(string filename, AssetLoaderOptions options = null, GameObject wrapperGameObject = null, ObjectLoadedHandle onAssetLoaded = null, AssimpInterop.ProgressCallback progressCallback = null) { return((Thread)LoadFileInternal(filename, options, wrapperGameObject, onAssetLoaded, true, progressCallback)); }
/// <summary> /// Asynchronously loads a <see cref="UnityEngine.GameObject"/> from input filename with defined options. /// @warning To ensure your materials will be loaded, don´t remove the material files included in the package. /// </summary> /// <param name="filename">Filename used to load the <see cref="UnityEngine.GameObject"/>.</param> /// <param name="options"><see cref="AssetLoaderOptions"/> used to load the object.</param> /// <param name="wrapperGameObject">Use this field to load the new <see cref="UnityEngine.GameObject"/> into referenced <see cref="UnityEngine.GameObject"/>.</param> /// <param name="onAssetLoaded">The action that will be executed when the <see cref="UnityEngine.GameObject"/> be loaded</param> /// <param name="basePath">Base path from the loaded file.</param> /// <param name="progressCallback">Callback used to retrieve file loading percentage.</param> /// <returns>The created Thread on NET 2.0, otherwise returns the created Task.</returns> /// <example> /// @code /// protected void Awake() { /// GameObject myGameObject; /// try { /// using (var assetLoader = new AssetLoaderAsync()) { /// assetLoader.LoadFromFile("mymodel.fbx", null, null, delegate(GameObject loadedGameObject) { /// Debug.Log("My object '" + loadedGameObject.name + "' has been loaded!"); /// }); /// } /// } catch (Exception e) { /// Debug.LogFormat("Unable to load mymodel.fbx. The loader returned: {0}", e); /// } /// } /// @endcode /// </example> #if !UNITY_EDITOR && (NETFX_CORE || NET_4_6 || NET_STANDARD_2_0) && !ENABLE_IL2CPP && !ENABLE_MONO public Task LoadFromFile(string filename, AssetLoaderOptions options = null, GameObject wrapperGameObject = null, ObjectLoadedHandle onAssetLoaded = null, string basePath = null, AssimpInterop.ProgressCallback progressCallback = null)
/// <summary> /// Asynchronously loads a <see cref="UnityEngine.GameObject"/> from input byte array (Accept ZIP files). /// </summary> /// <param name="fileData">File data.</param> /// <param name="assetExtension">Asset extension.</param> /// <param name="options"><see cref="AssetLoaderOptions"/> used to load the object.</param> /// <param name="wrapperGameObject">Use this field to load the new <see cref="UnityEngine.GameObject"/> into referenced <see cref="UnityEngine.GameObject"/>.</param> /// <param name="onAssetLoaded">The action that will be executed when the <see cref="UnityEngine.GameObject"/> be loaded</param> /// <param name="basePath">Base path from the loaded file.</param> /// <param name="dataCallback">Custom resource data retrieval callback. Pass this parameter when you need to load external data while loading from memory.</param> /// <param name="existsCallback">Custom resource size retrieval callback. Pass this parameter when you need to load external data while loading from memory.</param> /// <param name="progressCallback">Callback used to retrieve file loading percentage.</param> /// <returns>The created Thread on NET 2.0, otherwise returns the created Task.</returns> #if !UNITY_EDITOR && (NETFX_CORE || NET_4_6 || NET_STANDARD_2_0) && !ENABLE_IL2CPP && !ENABLE_MONO public Task LoadFromMemoryWithTextures(byte[] fileData, string assetExtension, AssetLoaderOptions options, GameObject wrapperGameObject, ObjectLoadedHandle onAssetLoaded, string basePath = null, AssimpInterop.DataCallback dataCallback = null, AssimpInterop.ExistsCallback existsCallback = null, AssimpInterop.ProgressCallback progressCallback = null)
public Thread LoadFromMemoryWithTextures(byte[] fileData, string assetExtension, AssetLoaderOptions options, GameObject wrapperGameObject, ObjectLoadedHandle onAssetLoaded, string basePath = null, AssimpInterop.DataCallback dataCallback = null, AssimpInterop.ExistsCallback existsCallback = null, AssimpInterop.ProgressCallback progressCallback = null) #endif { if (basePath == null) { basePath = FileUtils.GetFileDirectory(assetExtension); } var usesWrapperGameObject = wrapperGameObject != null; return(ThreadUtils.RunThread(delegate { InternalLoadFromMemoryAndZip(fileData, assetExtension, basePath, options, usesWrapperGameObject, dataCallback, existsCallback, null, progressCallback); }, delegate { var loadedGameObject = BuildGameObject(options, assetExtension, wrapperGameObject); if (onAssetLoaded != null) { onAssetLoaded(loadedGameObject); } ReleaseImport(); } )); }
/// <summary> /// Asynchronously loads a <see cref="UnityEngine.GameObject"/> from input byte array with defined options. /// @warning To ensure your materials will be loaded, don´t remove material files included in the package. /// </summary> /// <param name="fileBytes">Data used to load the <see cref="UnityEngine.GameObject"/>.</param> /// <param name="filename">Original file name, if you know it. Otherwise, use the original file extension instead. (Eg: ".FBX")</param> /// <param name="options"><see cref="AssetLoaderOptions"/> used to load the object.</param> /// <param name="wrapperGameObject">Use this field to load the new <see cref="UnityEngine.GameObject"/> into referenced <see cref="UnityEngine.GameObject"/>.</param> /// <param name="onAssetLoaded">The action that will be executed when the <see cref="UnityEngine.GameObject"/> be loaded</param> /// <param name="basePath">Base path from the loaded file.</param> /// <param name="dataCallback">Custom resource data retrieval callback. Pass this parameter when you need to load external data while loading from memory.</param> /// <param name="existsCallback">Custom resource size retrieval callback. Pass this parameter when you need to load external data while loading from memory.</param> /// <param name="loadTextureDataCallback">Pass this callback to load texture data from custom sources.</param> /// <param name="progressCallback">Callback used to retrieve file loading percentage.</param> /// <returns>The created Thread on NET 2.0, otherwise returns the created Task.</returns> /// <example> /// @code /// protected void Awake() { /// GameObject myGameObject; /// try { /// using (var assetLoader = new AssetLoaderAsync()) { /// //In case you don't have a valid filename, set this to the file extension /// //to help TriLib assigning a file loader to this file /// //example value: ".FBX" /// var filename = "c:/models/mymodel.fbx"; /// var fileData = File.ReadAllBytes(filename); /// assetLoader.LoadFromMemory(fleData, filename, delegate(GameObject loadedGameObject) { /// Debug.Log("My object '" + loadedGameObject.name + "' has been loaded!"); /// }); /// } /// } catch (Exception e) { /// Debug.LogFormat("Unable to load mymodel.fbx. The loader returned: {0}", e); /// } /// } /// @endcode /// </example> #if !UNITY_EDITOR && (NETFX_CORE || NET_4_6 || NET_STANDARD_2_0) && !ENABLE_IL2CPP && !ENABLE_MONO public Task LoadFromMemory(byte[] fileBytes, string filename, AssetLoaderOptions options = null, GameObject wrapperGameObject = null, ObjectLoadedHandle onAssetLoaded = null, string basePath = null, AssimpInterop.DataCallback dataCallback = null, AssimpInterop.ExistsCallback existsCallback = null, LoadTextureDataCallback loadTextureDataCallback = null, AssimpInterop.ProgressCallback progressCallback = null)