tutorials/io/background_loading #286
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The example doesn't demonstrate the use of |
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why load_threaded_get_status use a array as progress which is a one-element array containing the ratio of completion of the threaded loading (between 0.0 and 1.0), shouldn't it better a variable? |
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If instead of string path, this was an exported PackedScene, does that negate the ability to background load resources? In other words if I have something like this: is that actually loading the resource (non-async) earlier when the owning node is created? Something else I've been wondering around this - where does the cost of Instantiate() come in? Like if I use this to async load a PackedScene and then I have to Instantiate / AddChild that scene, that's a whole other potential cost that you might want hidden behind a loading screen? |
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tutorials/io/background_loading
Commonly, games need to load resources asynchronously. When switching the main scene of your game (e.g. going to a new level), you might want to show a loading screen with some indication that prog...
https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html
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