A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs.unity3d.com/Manual/sprite/../../ScriptReference/TextAsset.GetData.html below:

Unity - Scripting API: TextAsset.GetData

TextAsset.GetData Suggest a change Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close Your name Your email Suggestion*

Cancel

Switch to Manual

Declarationpublic NativeArray<T> GetData();

Returns

NativeArray<T> A reference to an array in native code that provides access to the raw asset data.

Description

Gets raw text asset data.

It works similarly to the bytes property, but TextAsset.GetData doesn't allocate any memory; the NativeArray the function returns points directly to the asset data buffer.

Because this array doesn't represent a new allocation, you don't need to call Dispose on it and the TextAsset.GetData function is the fastest way to access raw asset bytes as a result.

If the text asset is modified or destroyed, the array becomes invalid since it now points to invalid memory.

If the asset data size (see dataSize) isn't a multiple of the size of the T struct, Unity throws an exception.

Additional resources: bytes, text, dataSize, Text Assets.


RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4