Wondering how people generally handle errors during preloader? E.g. an asset not loading halts the preloader due to connectivity errors when playing on 3G/4G.
Have looked through the PC preloader source and can’t see any events for errors - happy to add a Pull Request for the future, but wondered if there was an elegant way of handling preloader error/freezes as it stands?
However, that depends on an error being thrown. The engine doesn’t yet handle timeouts or connections that are active but no actual network transfer is taking place.