Loads files that contain multiple resources. For example glTF files can contain textures, models and animations.

For glTF files, the asset options object can be used to pass load time callbacks for handling the various resources at different stages of loading. The table below lists the resource types and the corresponding supported process functions.

resource preprocess process processAsync postprocess
global
node
light
camera
animation
material
image
texture
buffer
bufferView

Additional options that can be passed for glTF files: [options.morphPreserveData] - When true, the morph target keeps its data passed using the options, allowing the clone operation. [options.morphPreferHighPrecision] - When true, high precision storage for morph targets should be preferred. This is faster to create and allows higher precision, but takes more memory and might be slower to render. Defaults to false. [options.skipMeshes] - When true, the meshes from the container are not created. This can be useful if you only need access to textures or animations and similar.

For example, to receive a texture preprocess callback:

const containerAsset = new pc.Asset(filename, 'container', { url: url, filename: filename }, null, {
texture: {
preprocess: (gltfTexture) => {
console.log("texture preprocess");
}
}
});

Hierarchy (view full)

Properties

Accessors

Methods

Properties

_app: AppBase

The running app instance.

handlerType: string = ''

Type of the resource the handler handles.

Accessors

Methods