Home Game Development How to make use of executeInEditMode and assetManager collectively ? (3.6) – Cocos Creator

How to make use of executeInEditMode and assetManager collectively ? (3.6) – Cocos Creator

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How to make use of executeInEditMode and assetManager collectively ? (3.6) – Cocos Creator

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Hello,

I’ve some code that entry property bundle via the assetManager and works advantageous at runtime.
I’d need this code to additionally run in edit mode, however the loading fails in that case.

How do you entry property programmatically whereas in edit mode ?
I’m in 3.6.

Thanks upfront.

Any thought ? I don’t discover something in docs or api.

you should use assetManager.loadAny, here’s a demo:
57210.zip (2.4 MB)

1 Like

loadAny works in editmode to load one file however I have to load a complete bundle not figuring out upfront every part it comprises.
loadAny doesn’t appear to have the ability to load a bundle from what I’m making an attempt.

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