mwg API
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    Function release

    • Frees assets load brought in, destroying any texture among them so it stops holding GPU memory. For a game with many discrete zones - each with its own tileset or sprite sheet - this is the counterpart to world.World.unload: that drops a map's own state, this drops the assets it pointed at, once a game decides the player has left an area for good. A path never loaded (or already released) is silently skipped rather than treated as an error, since a game unloading a zone it may or may not have visited shouldn't have to check first.

      Parameters

      • paths: string[]

      Returns Promise<void>