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D8H 8e50ddefe4 Allow to configure object resources to be loaded independently from the scene (#8514)
- This is an advanced, experimental feature which is subject to changes. It's in most cases not useful, unless you have a large game or low end devices for which controlling memory usage is important. It's mostly useful to delay loading of large custom objects.
- Objects can be configured so that its resources are not loaded when the scene is loaded. Instead, you can use an action to manually load the resources used by it. When the loading is done (this can be checked using a condition), the object can then be created.
  Be careful: if an object assets are not loaded, it will be broken when displayed on screen.
2026-05-04 10:45:51 +02:00

28 lines
1.1 KiB
JavaScript

// Automatically generated by GDevelop.js/scripts/generate-types.js
declare class gdObject {
constructor(name: string, type: string, configuration: gdObjectConfiguration): void;
clone(): gdUniquePtrObject;
setName(name: string): void;
getName(): string;
setAssetStoreId(assetStoreId: string): void;
getAssetStoreId(): string;
setType(type: string): void;
getType(): string;
setResourcesPreloading(value: string): void;
getResourcesPreloading(): string;
getConfiguration(): gdObjectConfiguration;
getVariables(): gdVariablesContainer;
getEffects(): gdEffectsContainer;
getAllBehaviorNames(): gdVectorString;
hasBehaviorNamed(name: string): boolean;
addNewBehavior(project: gdProject, type: string, name: string): gdBehavior;
getBehavior(name: string): gdBehavior;
removeBehavior(name: string): void;
renameBehavior(oldName: string, name: string): boolean;
serializeTo(element: gdSerializerElement): void;
unserializeFrom(project: gdProject, element: gdSerializerElement): void;
resetPersistentUuid(): gdObject;
getPersistentUuid(): string;
delete(): void;
ptr: number;
};