GameMonetize Posted September 11, 2014 Share Posted September 11, 2014 Hey team!! I've just published new beta for 1.14 with AssetsManager inside. I would love to get your feedbacks in order to update it if required.More info here: https://github.com/BabylonJS/Babylon.js/wiki/Using-AssetsManager The AssetsManager comes with LoadingScreen feature that you can see now live on www.babylonjs.com when you load main scenes. Feedbacks welcome as well davrous and Dad72 2 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 11, 2014 Share Posted September 11, 2014 I will soon test to replace what I had done on the editor of terrain of CastorEngine . Thanks for this interesting feature. I have an idea for improvement that would be to change the loading icon and the text if you want to put it in french or other for example. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 11, 2014 Author Share Posted September 11, 2014 You have control over the text by calling engine.loadingUIText = "bla!" Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 11, 2014 Share Posted September 11, 2014 Not workengine.loadingUIText = "blabla";Okengine.loadingUiText = "blabla"; Otherwise this loadingUI is pleasant with the fade effect. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 11, 2014 Share Posted September 11, 2014 Here are the improvements that I propose for loadingUi:- be able to edit the image to loading.- being able to changed the color of the black background and might be able to put a picture (but change the color already would be good).I have not yet managed to adapt AssetsManager to my project which uses a loading of the scene pretty special and that is somehow also an AssetsManager. But LoadingUI adds a real more my scene loading system. Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 12, 2014 Author Share Posted September 12, 2014 loadingUIText fixed:) I will also add a loadingUIbackgroundColor for you Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 12, 2014 Share Posted September 12, 2014 Thanks DK.It of Ui or UI because you with written loadingUI and what works is loadingUi (the i is lowercase) and in the wiki you with written loadingUi (i lowercase) to change the text and loadingUI (i uppercase) to change the color. I guess that all should be capitalized (UI and not Ui) ? And engine.loadingUIBackgroundColor does not work. but may be that you have not yet been updated on GitHub Quote Link to comment Share on other sites More sharing options...
gryff Posted September 13, 2014 Share Posted September 13, 2014 @DK. Played with the lastest version of Babylon.js this morning. Like the loading feature - saves me having to thrash around trying to create some kind of loading feature cheers, gryff Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 15, 2014 Author Share Posted September 15, 2014 It will be UI (all capitalized) but I didn't update the github right now (still working on another feature ) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 16, 2014 Share Posted September 16, 2014 then there is a small error in the wiki: Loading text is controlled using engine.loadingUiText = "text" The 'i' of UI is lowercase Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 16, 2014 Author Share Posted September 16, 2014 you saved me Quote Link to comment Share on other sites More sharing options...
joshcamas Posted September 21, 2014 Share Posted September 21, 2014 Question: When assetmanager loads a .babylon file, how does it load the textures attached to it?Here's a demo: http://steinhauer.x10.mx/cameraAs you can probably see, the assets loader seems to load the meshes, then begins the game. (I know the meshes themselves are loaded because the invisible character collides with it) Then after a while the images are loaded.How can this be fixed? Thanks! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 23, 2014 Author Share Posted September 23, 2014 are you using the very latest version of 1.14 (This should work)? Quote Link to comment Share on other sites More sharing options...
joshcamas Posted October 5, 2014 Share Posted October 5, 2014 One cool feature could be to attach variables to tasks. I had to do it the hacky way:this.assetsManager._tasks[this.assetsManager._tasks.length-1].h = h; Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 6, 2014 Author Share Posted October 6, 2014 you can just do this:var task = this.assetsManager.CreateBinaryFileTask(...); task.h = h; Quote Link to comment Share on other sites More sharing options...
joshcamas Posted October 6, 2014 Share Posted October 6, 2014 oh. xD GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
joshcamas Posted October 9, 2014 Share Posted October 9, 2014 K So I've seen this way to load a image for a mesh:materialSphere1.diffuseTexture = new BABYLON.Texture("grass.png", scene);So... what if you have an already loaded image in the assetsmanager? How does one use a pre-loaded image? Also, there seems to be a strange glitch when you set "assetsManager.useDefaultloader = false".Try this. Set up a loader that does not have the default loader. Then, while it's loading, leave the tab. Wait for everything to load, and switch back. The default loader is stuck, and visible! Sometimes it's not visible, but overlays the canvas, so no mouse inputs. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 9, 2014 Author Share Posted October 9, 2014 could you share a repro case somewhere? (like in the playground) Thank you! For the texture, I'll add a loadTexture task as well in next version Quote Link to comment Share on other sites More sharing options...
gryff Posted October 9, 2014 Share Posted October 9, 2014 Am I correct in thinking it does not load lights and cameras? cheers, gryff Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 9, 2014 Author Share Posted October 9, 2014 right, assets loader just load meshes Quote Link to comment Share on other sites More sharing options...
joshcamas Posted October 9, 2014 Share Posted October 9, 2014 Ok, I figured out the problem! I think you must have updated it now, but I'm pretty sure github said to hide the loading screen the variable was "useDefaultLoader". Now it seems to be "useDefaultLoadingScreen" So that was my problem. Also, thanks for the loadTexture! On a separate note, could it be possible to have a "chicken.material.diffuse = textureFromImage("",etc,etc)", or something like that? Thanks! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 10, 2014 Author Share Posted October 10, 2014 I do not get your point What do mean by textureFromImage? what's the difference with new BABYLON.Texture("",etc,etc) ? Quote Link to comment Share on other sites More sharing options...
joshcamas Posted October 10, 2014 Share Posted October 10, 2014 Sorry for being confusing... I meant for this question being separate from AssetsManager: A cool feature would be to load a texture from an Image variable, not just a URL. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 11, 2014 Author Share Posted October 11, 2014 oh gotcha:) Quote Link to comment Share on other sites More sharing options...
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