Is it possible to load assets little by little during play? Fbx can be heavy to preload at startup only
FBX: not really
The converted model JSON however, can be loaded at runtime.
There are two ways:
- Untick the preload box on the asset and use the asset registry to load it at runtime. (see project examples here: https://developer.playcanvas.com/en/tutorials/?tags=assets and tutorials here: https://developer.playcanvas.com/en/tutorials/using-assets/)
- Host the model/textures/etc assets somewhere else and load them at runtime. (see posts here: Load 3D models at run time from a PlayCanvas application)
Option 1 is the easiest out of the two.
Is there another option to load an asset directly from memory (e.g. Json in a variable)?
Something like this?
my_json = JSON.parse(my_json); var loader = new pc.ResourceLoader(); var new_model = loader.open("model", my_json); var asset = new pc.Asset( "test", "model", null, new_model );
Personally I am now moving in a direction of loading scenes (with new assets within those). This troubleshoots the cost problem, but it raises other issues concerning ‘scene change’ in PlayCanvas as a whole.
The most present issues relating ‘scene change’: Heavy bugs within the 'scene change' functionality