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@@ -89,27 +89,33 @@ process will build that type of file for the chosen platform.
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Opening PCK files at runtime
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----------------------------
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-To import a PCK file, one uses a one-liner. Keep in mind, there is no
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-error or exception if the import fails. Instead, one might have to create some
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-validation code as a layer on top. The following example expects a "mod.pck"
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-file in the directory of the games executable. The PCK file contains a
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-"mod_scene.tscn" test scene in its root.
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+To import a PCK file, one uses the ProjectSettings singleton. The following
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+example expects a “mod.pck” file in the directory of the games executable.
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+The PCK file contains a “mod_scene.tscn” test scene in its root.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _your_function():
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- ProjectSettings.load_resource_pack("res://mod.pck")
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- # Now one can use the assets as if they had them in the project from the start
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- var imported_scene = load("res://mod_scene.tscn")
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+ # This could fail if, for example, mod.pck cannot be found
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+ var success = ProjectSettings.load_resource_pack("res://mod.pck")
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+
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+ if success:
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+ # Now one can use the assets as if they had them in the project from the start
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+ var imported_scene = load("res://mod_scene.tscn")
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.. code-tab:: csharp
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private void YourFunction()
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{
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- ProjectSettings.LoadResourcePack("res://mod.pck");
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- // Now one can use the assets as if they had them in the project from the start
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- var importedScene = (PackedScene)ResourceLoader.Load("res://mod_scene.tscn");
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+ # This could fail if, for example, mod.pck cannot be found
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+ var success = ProjectSettings.LoadResourcePack("res://mod.pck");
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+
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+ if (success)
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+ {
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+ // Now one can use the assets as if they had them in the project from the start
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+ var importedScene = (PackedScene)ResourceLoader.Load("res://mod_scene.tscn");
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+ }
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}
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.. warning::
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