Method
Parameters
Returns
RB.AssetStatus
Load status
DescriptionLoad sprites which can be drawn to display or offscreen surfaces. This method is used to load both SheetType.SpriteSheet and SheetType.SpritePack. There are various asset sources supported: - Resources - Synchronously loaded sprite assets from a Resources folder. This was the only asset source supported in RetroBlit prior to 3.0.
- ResourcesAsync - Asynchronously loaded sprite assets from a Resources folder.
- WWW - Asynchronously loaded sprite assets from a URL.
- AddressableAssets - Asynchronously loaded sprite assets from Unity Addressable Assets.
- Existing Assets - Synchronously loaded sprite assets from an existing Unity Texture2D or RenderTexture.
If the asset is loaded via a synchronous method then Load will block until the loading is complete. If the asset is loaded via an asynchronous method then Load will immediately return and the asset loading will continue in a background thread. The status of an asynchronous loading asset can be check by looking at RBAsset.status, or by using the event system with RBAsset.OnLoadComplete to get a callback when the asset is done loading. ExampleSee AlsoRB.Result RB.AssetStatus RB.AssetSourceSee DocsFeatures - Sprites Features - Asynchronous Asset Loading |