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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-05-08 07:00:33 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-05-08 07:02:00 +0200 |
commit | febc674f4818dd1185b2e43e899115f70f55b4f5 (patch) | |
tree | 9880efbb3942b5588d273264640a3ae093f07d60 /modules/gdscript/doc_classes | |
parent | bd1bc68ba07e330e814af19faf87d59da3f0ce6f (diff) | |
download | redot-engine-febc674f4818dd1185b2e43e899115f70f55b4f5.tar.gz |
Document caveats related to exported project binary resource conversion
Diffstat (limited to 'modules/gdscript/doc_classes')
-rw-r--r-- | modules/gdscript/doc_classes/@GDScript.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index 0e51230cd0..e3129e848c 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -170,6 +170,7 @@ [b]Important:[/b] The path must be absolute. A relative path will always return [code]null[/code]. This function is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios. [b]Note:[/b] Files have to be imported into the engine first to load them using this function. If you want to load [Image]s at run-time, you may use [method Image.load]. If you want to import audio files, you can use the snippet described in [member AudioStreamMP3.data]. + [b]Note:[/b] If [member ProjectSettings.editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to read converted files in an exported project. If you rely on run-time loading of files present within the PCK, set [member ProjectSettings.editor/export/convert_text_resources_to_binary] to [code]false[/code]. </description> </method> <method name="preload"> |