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-rw-r--r--doc/classes/ResourceLoader.xml5
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml
index 1cf775f389..049613fa5d 100644
--- a/doc/classes/ResourceLoader.xml
+++ b/doc/classes/ResourceLoader.xml
@@ -6,9 +6,9 @@
<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.
- GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
</description>
<tutorials>
+ <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<methods>
<method name="exists">
@@ -65,7 +65,8 @@
The registered [ResourceFormatLoader]s 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 [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
If [code]no_cache[/code] is [code]true[/code], 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 ResourceFormatLoader could handle the file.
+ Returns an empty resource if no [ResourceFormatLoader] could handle the file.
+ GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
</description>
</method>
<method name="load_threaded_get">