mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
Add note on AssetServer::load
not being wasteful
This commit is contained in:
parent
a4b51d71f1
commit
480c2bcb56
2 changed files with 6 additions and 1 deletions
|
@ -18,7 +18,9 @@
|
|||
//!
|
||||
//! The [`AssetServer`] is the main entry point for loading assets.
|
||||
//! Typically, you'll use the [`AssetServer::load`] method to load an asset from disk, which returns a [`Handle`].
|
||||
//! This handle will be used to instantiate various [`Component`](bevy_ecs::prelude::Component)s that require asset data to function,
|
||||
//! Note that this method does not attempt to reload the asset if it has already been loaded: as long as the asset hasn't been dropped,
|
||||
//! calling [`AssetServer::load`] on the same path will return the same handle.
|
||||
//! The handle that's returned will be used to instantiate various [`Component`](bevy_ecs::prelude::Component)s that require asset data to function,
|
||||
//! which will then be spawned into the world as part of an entity.
|
||||
//!
|
||||
//! If we later want to manipulate this asset data (such as for displaying a death animation), we have three options:
|
||||
|
|
|
@ -266,6 +266,9 @@ impl AssetServer {
|
|||
/// it returns a "strong" [`Handle`]. When the [`Asset`] is loaded (and enters [`LoadState::Loaded`]), it will be added to the
|
||||
/// associated [`Assets`] resource.
|
||||
///
|
||||
/// Note that if the asset at this path is already loaded, this function will return the existing handle,
|
||||
/// and will not waste work spawning a new load task.
|
||||
///
|
||||
/// In case the file path contains a hashtag (`#`), the `path` must be specified using [`Path`]
|
||||
/// or [`AssetPath`] because otherwise the hashtag would be interpreted as separator between
|
||||
/// the file path and the label. For example:
|
||||
|
|
Loading…
Reference in a new issue