A 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.
THREAD_LOAD_INVALID_RESOURCE = 0
The resource is invalid, or has not been loaded with load_threaded_request.
THREAD_LOAD_IN_PROGRESS = 1
The resource is still being loaded.
THREAD_LOAD_FAILED = 2
Some error occurred during loading and it failed.
THREAD_LOAD_LOADED = 3
The resource was loaded successfully and can be accessed via load_threaded_get.
CACHE_MODE_IGNORE = 0
The resource is always loaded from disk, even if a cache entry exists for its path, and the newly loaded copy will not be cached. Instances loaded with this mode will exist independently.
CACHE_MODE_REUSE = 1
If a resource is cached, returns the cached reference. Otherwise it's loaded from disk.
CACHE_MODE_REPLACE = 2
The resource is always loaded from disk, even if a cache entry exists for its path. The cached entry will be replaced by the newly loaded copy.
Registers a new ResourceFormatLoader. The ResourceLoader will use the ResourceFormatLoader as described in load.
This method is performed implicitly for ResourceFormatLoaders written in GDScript (see ResourceFormatLoader for more information).
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. Anything that inherits from Resource can be used as a type hint, for example Image.
Note: If you use Resource.take_over_path, this method will return true
for the taken path even if the resource wasn't saved (i.e. exists only in resource cache).
Returns the dependencies for the resource at the given path
.
Note: The dependencies are returned with slices separated by ::
. You can use String.get_slice to get their components.
Returns the list of recognized extensions for a resource type.
Returns the ID associated with a given resource path, or -1
when no such ID exists.
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 method will use the cached version. The cached resource can be overridden by using Resource.take_over_path on a new resource for that same path.
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.
The cache_mode
property defines whether and how the cache should be used or updated when loading the resource. See CacheMode for details.
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.
Note: If ProjectSettings.editor/export/convert_text_resources_to_binary is true
, @GDScript.load will not be able to read converted files in an exported project. If you rely on run-time loading of files present within the PCK, set ProjectSettings.editor/export/convert_text_resources_to_binary to false
.
Returns the resource loaded by load_threaded_request.
If this is called before the loading thread is done (i.e. load_threaded_get_status is not THREAD_LOAD_LOADED), the calling thread will be blocked until the resource has finished loading.
Returns the status of a threaded loading operation started with load_threaded_request for the resource at path
. See ThreadLoadStatus for possible return values.
An array variable can optionally be passed via progress
, and will return a one-element array containing the percentage of completion of the threaded loading.
Loads the resource using threads. If use_sub_threads
is true
, multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns).
The cache_mode
property defines whether and how the cache should be used or updated when loading the resource. See CacheMode for details.
Unregisters the given ResourceFormatLoader.
Changes the behavior on missing sub-resources. The default behavior is to abort loading.