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author | Johannes Witt <johawitt@outlook.de> | 2022-06-07 21:29:39 +0200 |
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committer | Johannes Witt <johawitt@outlook.de> | 2022-06-16 13:18:36 +0200 |
commit | 8c7d4996c9cd610b313bcb2119d13ee11871bcfe (patch) | |
tree | a1e58a23f9af6bb614b4d5200fb8d609234cf10d /doc/classes | |
parent | 1ad6fade00ab3f43efc87038abeab922eb8bdd4c (diff) |
Document how to load Images and MP3 files at run-time
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/ResourceLoader.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml index 1ffb0dba5c..0e5309ddde 100644 --- a/doc/classes/ResourceLoader.xml +++ b/doc/classes/ResourceLoader.xml @@ -6,6 +6,7 @@ <description> 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. + [b]Note:[/b] You have to import the files into the engine first to load them using [method load]. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data]. </description> <tutorials> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> |