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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: ContentProvider
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type: class
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memory_category: Instances
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summary: |
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Service that is used to load content, or assets, into a game.
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description: |
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Service that loads content (assets) into a game.
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Roblox servers stream all assets to the client at runtime: objects in the
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Workspace, mesh assets, texture assets, etc. Assets such as mesh visual data,
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textures, decals, and sounds are streamed in as required, regardless of
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whether [Streaming](../../../workspace/streaming.md) is enabled.
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In some cases, this behavior is undesirable, as it can lead to a delay before
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the content loads into the experience.
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`ContentProvider` lets you preload assets into an experience using the
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`Class.ContentProvider:PreloadAsync()` method. You might want to display a
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loading screen, preload critical assets, and only then allow the player into
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the experience.
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#### Best Practices for Preloading
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- Only preload essential assets, **not** the entire `Class.Workspace`. You
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might get occasional pop-in, but it decreases load times and generally
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doesn't disrupt the player experience. Assets that are good candidates for
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preloading include those required for the loading screen, the UI, or the
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starting area.
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- Let players skip the loading screen, or automatically skip it after a
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certain amount of time.
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code_samples:
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- ContentProvider1
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inherits:
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- Instance
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descendants: []
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tags:
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- NotCreatable
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- Service
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- NotReplicated
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deprecation_message: ''
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properties:
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- name: ContentProvider.BaseUrl
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summary: |
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Used by the `Class.ContentProvider` to download assets from the Roblox
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website.
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description: |
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Used by the `Class.ContentProvider` to download assets from the Roblox
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website.
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This URL points to a Roblox hosted website from which assets are
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downloaded and is pulled from the AppSettings.xml file, located in the
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version-hash folder.
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It is possible to overwrite this property using the
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`Class.ContentProvider:SetBaseUrl()` function in the command bar; however,
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this is not recommended and may cause asset loading issues.
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code_samples: []
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type: string
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: true
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capabilities:
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- AssetManagement
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- name: ContentProvider.RequestQueueSize
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summary: |
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Gives the number of items in the `Class.ContentProvider` request queue
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that need to be downloaded.
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description: |
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Gives the number of items in the `Class.ContentProvider` request queue
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that need to be downloaded.
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Items are added to the client's request queue when an asset is used for
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the first time or `Class.ContentProvider:PreloadAsync()` is called.
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Developers are advised not to use RequestQueueSize to create loading bars.
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This is because the queue size can both increase and decrease over time as
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new assets are added and downloaded. Developers looking to display loading
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progress should load assets one at a time (see example below).
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code_samples:
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- ContentProvider-Loading-Bar
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type: int
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: true
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capabilities:
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- AssetManagement
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methods:
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- name: ContentProvider:GetAssetFetchStatus
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summary: |
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Gets the current `Enum.AssetFetchStatus` of the `contentId` provided.
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description: |
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Gets the current `Enum.AssetFetchStatus` of the `contentId` provided. Use
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`Class.ContentProvider:GetAssetFetchStatusChangedSignal()|GetAssetFetchStatusChangedSignal()`
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to listen for changes to this value.
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code_samples:
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- ContentProvider-GetAssetFetchStatus1
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parameters:
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- name: contentId
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type: ContentId
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default:
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summary: |
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The ID of the content to fetch the status for.
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returns:
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- type: AssetFetchStatus
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summary: |
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The `Enum.AssetFetchStatus` of the content.
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:GetAssetFetchStatusChangedSignal
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summary: |
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A signal that fires when the `Enum.AssetFetchStatus` of the provided
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content changes.
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description: |
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A signal that fires when the `Enum.AssetFetchStatus` of the provided
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content changes. Connect to this signal by using a callback with one
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argument of type `Enum.AssetFetchStatus`. This is particularly useful for
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assets that might update themselves automatically like the thumbnail of a
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user when they change clothes.
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code_samples:
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- ContentProvider-GetAssetFetchStatus1
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parameters:
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- name: contentId
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type: ContentId
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default:
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summary: ''
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returns:
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- type: RBXScriptSignal
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:ListEncryptedAssets
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summary: ''
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description: ''
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code_samples: []
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parameters: []
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returns:
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- type: Array
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:Preload
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summary: |
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Queues an asset to be downloaded by the `Class.ContentProvider`.
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description: |
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Usually, content is loaded only when it starts being used. That explains
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why it often takes a moment for an image to appear in a `Class.GuiObject`,
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or a `Mesh|mesh` to appear in a `Class.BasePart|part`, or why a
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`Class.Sound|sound` doesn't play for the first time. All because the asset
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has not yet finished loading. Preload is used to load this content
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beforehand, so that it works instantly.
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code_samples:
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- ContentProvider-Preload1
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parameters:
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- name: contentId
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type: ContentId
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default:
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summary: ''
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returns:
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- type: ()
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summary: ''
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tags:
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- Deprecated
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deprecation_message: |
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This item has been superseded by `Class.ContentProvider:PreloadAsync()`
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which should be used in all new work.
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:PreloadAsync
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summary: |
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Yields until all of the assets associated with the given
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`Class.Instance|Instances` have loaded.
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description: |
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Yields until all of the assets associated with the given
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`Class.Instance|Instances` have loaded. This can be used to pause a script
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and not use content until it is certain that the content has been loaded
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into the experience.
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When called, the engine identifies links to content for each item in the
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list. For any of the `Class.Instance|Instances` which have properties that
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define links to content, such as a `Class.Decal|Decal` or a
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`Class.Sound|Sound`, the engine attempts to load these assets from Roblox.
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For each requested asset, the callback function runs, indicating the
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asset's final `Enum.AssetFetchStatus`.
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If any of the assets fail to load, an error message appears in the output.
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The method itself will not error and it will continue executing until it
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has processed each requested instance.
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##### Limitations
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`Class.SurfaceAppearance` and `Class.MaterialVariant` are not supported by
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`Class.ContentProvider:PreloadAsync()|PreloadAsync()` because these
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objects rely on processed texture pack assets rather than directly loading
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individual textures. Calling it on a `Class.SurfaceAppearance` instance
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will not do anything, but the associated textures will still be streamed
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in during runtime.
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code_samples:
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- ContentProvider-PreloadAsync1
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parameters:
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- name: contentIdList
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type: Array
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default:
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summary: |
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An array of instances to load.
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- name: callbackFunction
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type: Function
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default: nil
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summary: |
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The function called when each asset request completes. Returns the
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`Datatype.Content|content` string and the asset's final
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`Enum.AssetFetchStatus`.
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returns:
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- type: ()
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summary: ''
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tags:
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- Yields
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:RegisterDefaultEncryptionKey
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: encryptionKey
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type: string
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default:
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summary: ''
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:RegisterDefaultSessionKey
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: sessionKey
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type: string
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default:
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summary: ''
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:RegisterEncryptedAsset
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: assetId
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type: ContentId
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default:
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summary: ''
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- name: encryptionKey
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type: string
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default:
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summary: ''
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:RegisterSessionEncryptedAsset
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: contentId
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type: ContentId
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default:
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summary: ''
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- name: sessionKey
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type: string
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default:
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summary: ''
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:UnregisterDefaultEncryptionKey
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summary: ''
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description: ''
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code_samples: []
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parameters: []
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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- name: ContentProvider:UnregisterEncryptedAsset
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: assetId
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type: ContentId
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default:
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summary: ''
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- AssetManagement
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events:
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- name: ContentProvider.AssetFetchFailed
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: assetId
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type: ContentId
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default:
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- AssetManagement
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callbacks: []
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