ResourceLoader Class |
Singleton used to load resource files from the filesystem.
It uses the many ResourceFormatLoader classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
Namespace: Godot
public static class ResourceLoader
The ResourceLoader type exposes the following members.
Name | Description | |
---|---|---|
Exists | Returns whether a recognized resource exists for the given path. An optional type_hint can be used to further specify the Resource type that should be handled by the ResourceFormatLoader. | |
GetDependencies | Returns the dependencies for the resource at the given path. | |
GetRecognizedExtensionsForType | Returns the list of recognized extensions for a resource type. | |
Has | Deprecated method. Use HasCached(String) or Exists(String, String) instead. | |
HasCached | Returns whether a cached resource is available for the given path. Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the Load(String, String, Boolean) or LoadInteractive(String, String) methods will use the cached version. The cached resource can be overridden by using TakeOverPath(String) on a new resource for that same path. | |
Load(String, String, Boolean) | Loads a resource at the given path, caching the result for further access. The registered ResourceFormatLoaders are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted. An optional type_hint can be used to further specify the Resource type that should be handled by the ResourceFormatLoader. Anything that inherits from Resource can be used as a type hint, for example Image. If no_cache is true, the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists. Returns an empty resource if no ResourceFormatLoader could handle the file. GDScript has a simplified @GDScript.load built-in method which can be used in most situations, leaving the use of ResourceLoader for more advanced scenarios. | |
LoadT(String, String, Boolean) | ||
LoadInteractive | Starts loading a resource interactively. The returned ResourceInteractiveLoader object allows to load with high granularity, calling its Poll method successively to load chunks. An optional type_hint can be used to further specify the Resource type that should be handled by the ResourceFormatLoader. Anything that inherits from Resource can be used as a type hint, for example Image. | |
SetAbortOnMissingResources | Changes the behavior on missing sub-resources. The default behavior is to abort loading. |