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Showing results for tags 'asynchronous'.
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Hi all. I'm trying to return an array of objects loaded by the Mesh Importer for later use. I would like to be able to call a function to load my objects and outside of the function, affect & change each one of them OUTSIDE of the function. Here is the small demo I made :: http://www.babylonjs-playground.com/#1QJUDF#3 Thank you! <3 Mythros
Hi, Looking around for a lazy-loading mesh example. There is assetManager and sceneLoader, with ImportMesh, .append() and .load() variations. All good there. : ) Question: Which way is best to delay-load (lazy-load) 3D meshes? The original hope was for AssetManager to be able to delay-load. Does it? - Looking for something like runTask, after init, but then found ._runTask, so maybe delay not possible. Did I miss it? Idk. : ) 2) Next, sceneLoader.append, can it lazy-load? Couldn't find example.... 3) ImportMesh, my previous favorite way, but recently standardized around AssetManager, and hesitant to switch. etc. Which is best to lazy-load? Thanks,
Hi, To make the preload faster, I need to load several assets after the preload phase, and use then when they has been loaded. To do that, I've used the Phaser.Loader object and register to "onFileComplete" Phaser.Signal to catch the file when has been loaded, to load the next file. This works well until I need to change the current state and there are an asset being loaded. When the file is loaded and the new state has been created, Phaser detects that the Loader is not loading (processLoadQueue method from Phaser.loader) and shows this message: 'Phaser.Loader - active loading canceled / reset', and the "onFileComplete" registered functions, are not fired, and I cannot continue loading more assets. My idea was to attach to "onStateChange" signal and stop/pause the current async download, but there are no public methods in Phaser.Loader to do that. Are there a good way to load assets asynchronously with state changes? Thanks