Singleton used to load resource files from the filesystem.

It uses the many godot.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.

Static variables

@:native("Singleton")staticread onlySINGLETON:Object

Static methods

@:native("Exists")staticexists(path:String, ?typeHint:String):Bool

Returns whether a recognized resource exists for the given path.

An optional type_hint can be used to further specify the godot.Resource type that should be handled by the godot.ResourceFormatLoader.

staticinlinegetDependencies(path:String):Array<String>

Returns the dependencies for the resource at the given path.

staticinlinegetRecognizedExtensionsForType(type:String):Array<String>

Returns the list of recognized extensions for a resource type.

@:native("Has")statichas(path:String):Bool

@:native("HasCached")statichasCached(path:String):Bool

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 godot.ResourceLoader.load or godot.ResourceLoader.loadInteractive methods will use the cached version. The cached resource can be overridden by using godot.Resource.takeOverPath on a new resource for that same path.

@:native("Load")staticload(path:String, ?typeHint:String, ?noCache:Bool):Resource

Loads a resource at the given path, caching the result for further access.

The registered godot.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 godot.Resource type that should be handled by the godot.ResourceFormatLoader. Anything that inherits from godot.Resource can be used as a type hint, for example godot.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 godot.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 godot.ResourceLoader for more advanced scenarios.

@:native("LoadInteractive")staticloadInteractive(path:String, ?typeHint:String):ResourceInteractiveLoader

Starts loading a resource interactively. The returned godot.ResourceInteractiveLoader object allows to load with high granularity, calling its godot.ResourceInteractiveLoader.poll method successively to load chunks.

An optional type_hint can be used to further specify the godot.Resource type that should be handled by the godot.ResourceFormatLoader. Anything that inherits from godot.Resource can be used as a type hint, for example godot.Image.

@:native("SetAbortOnMissingResources")staticsetAbortOnMissingResources(abort:Bool):Void

Changes the behavior on missing sub-resources. The default behavior is to abort loading.