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Add example of error handling with load_resource_pack
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committed by
Hugo Locurcio
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commit
85e062a73e
@@ -89,27 +89,33 @@ process will build that type of file for the chosen platform.
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Opening PCK files at runtime
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----------------------------
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To import a PCK file, one uses a one-liner. Keep in mind, there is no
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error or exception if the import fails. Instead, one might have to create some
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validation code as a layer on top. The following example expects a “mod.pck”
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file in the directory of the games executable. The PCK file contains a
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“mod_scene.tscn” test scene in its root.
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To import a PCK file, one uses the ProjectSettings singleton. The following
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example expects a “mod.pck” file in the directory of the games executable.
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The PCK file contains a “mod_scene.tscn” test scene in its root.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _your_function():
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ProjectSettings.load_resource_pack("res://mod.pck")
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# Now one can use the assets as if they had them in the project from the start
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var imported_scene = load("res://mod_scene.tscn")
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# This could fail if, for example, mod.pck cannot be found
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var success = ProjectSettings.load_resource_pack("res://mod.pck")
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if success:
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# Now one can use the assets as if they had them in the project from the start
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var imported_scene = load("res://mod_scene.tscn")
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.. code-tab:: csharp
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private void YourFunction()
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{
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ProjectSettings.LoadResourcePack("res://mod.pck");
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// Now one can use the assets as if they had them in the project from the start
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var importedScene = (PackedScene)ResourceLoader.Load("res://mod_scene.tscn");
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# This could fail if, for example, mod.pck cannot be found
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var success = ProjectSettings.LoadResourcePack("res://mod.pck");
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if (success)
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{
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// Now one can use the assets as if they had them in the project from the start
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var importedScene = (PackedScene)ResourceLoader.Load("res://mod_scene.tscn");
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}
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}
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.. warning::
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