Roblox preload images. Contentproviderpreloadasync gameworkspacemodel1 gameworkspacepart1 if you pass in id strings the old way those ids will be assumed as images other types will failed to request. Share improve this answer follow edited may 6 19 at 2108. That sounds like a bug then.
This example will preload the asset with id 12222058 when a localplayer loads a game. Answered may 6 19 at 2036. The rate at which your images preload will of course be limited by how many parallel requests the browser is willing to send but it will eventually request each image url you call preloadimage on.
To start i need to import in a. It will gather asset ids from instances and their children recursively. If any of the.
To enhance asset type safety contentproviderpreloadasync function now works with instance list. I am currently making a pet system for my game and for some reason all of the images fail to load. That roblox fail to load a texture which is approved is not my fault.
When the function is called the engine will go through all of the instances in the passed in array and all of the descendants of the passed in instances. In order to do this i need to adjust my appjs file. I ended up deciding to go with the more traditional approach preloading the images into the browser cache.
If any of the instances have a property that defines a link to content such as a decal or a sound then the function will attempt to load the asset from the roblox website. The images have gotten uploaded to roblox and they are in group creations.