Singleton used to load resource files. 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]. https://godotengine.org/asset-library/asset/677 Registers a new [ResourceFormatLoader]. The ResourceLoader will use the ResourceFormatLoader as described in [method load]. This method is performed implictly for ResourceFormatLoaders written in GDScript (see [ResourceFormatLoader] for more information). Returns whether a recognized resource exists for the given [code]path[/code]. An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image]. Returns the dependencies for the resource at the given [code]path[/code]. Returns the list of recognized extensions for a resource type. Returns the ID associated with a given resource path, or [code]-1[/code] when no such ID exists. Returns whether a cached resource is available for the given [code]path[/code]. Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the [method load] method will use the cached version. The cached resource can be overridden by using [method Resource.take_over_path] on a new resource for that same path. Loads a resource at the given [code]path[/code], caching the result for further access. 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]. Anything that inherits from [Resource] can be used as a type hint, for example [Image]. The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details. 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. Returns the resource loaded by [method load_threaded_request]. If this is called before the loading thread is done (i.e. [method load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling thread will be blocked until the resource has finished loading. Returns the status of a threaded loading operation started with [method load_threaded_request] for the resource at [code]path[/code]. See [enum ThreadLoadStatus] for possible return values. An array variable can optionally be passed via [code]progress[/code], and will return a one-element array containing the percentage of completion of the threaded loading. Loads the resource using threads. If [code]use_sub_threads[/code] is [code]true[/code], multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns). Unregisters the given [ResourceFormatLoader]. Changes the behavior on missing sub-resources. The default behavior is to abort loading. The resource is invalid, or has not been loaded with [method load_threaded_request]. The resource is still being loaded. Some error occurred during loading and it failed. The resource was loaded successfully and can be accessed via [method load_threaded_get].