Optionaloncalled once per optional path that failed to load, with whatever Assets.load threw
Optionalonitem 135's LoadQueue/LoadingScreen seam: 0 to 1 across the batch
OptionaloptionalPaths a game can do without - a portrait variant, an optional decal - loaded separately
from the rest of the batch so one missing file never aborts every other asset the batch
was loading. A path in here that fails to load is simply left unloaded: isLoaded reports
false for it and texture's fallback argument (or get's) is what a caller reads
instead, rather than every caller writing its own try/catch around load().
OptionalresolutionRasterize vector sources (SVG, item 15) at this multiple of their intrinsic size.
An SVG loaded once is a bitmap from then on, so a game that zooms in either asks for
a bigger rasterization here or ships a soft texture; 2 doubles both dimensions, so
the texture is crisp up to 2x zoom. Raster formats ignore it. Omit for the loader's
own default, which is the SVG's intrinsic size.
Actually fetching and decoding assets, which is the half that needs Pixi.
Split from
paths.tsso path resolution stays renderer-free: a game rendering through something other than Pixi (mwg/3don Babylon) resolves paths through the same compiled asset map and hands the fetch to its own loader, rather than importing this file at all.Example