The loaded asset
true if the uri is a valid URL (http, https, blob)
true if this is an AssetReference instance
This is the loaded asset root object. If the asset is a glb/gltf file this will be the three#Scene object.
The url of the loaded asset (or the asset to be loaded)
The name of the assigned url. This name is deduced from the url and might not reflect the actual name of the asset
loads and returns a new instance of asset
- this call is networked so an instance will be created on all connected users
Optional
parent: Object3D<Object3DEventMap> | SyncInstantiateOptionstrue
if the asset has been loaded (via preload) or if it exists already (assigned to asset
)
loads the asset binary without creating an instance
frees previously allocated memory and destroys the current asset
instance (if any)
Static
getGet an AssetReference for a URL to be easily loaded.
AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
Optional
context: ContextStatic
getGet an AssetReference for a URL to be easily loaded.
AssetReferences are cached so calling this method multiple times with the same arguments will always return the same AssetReference.
The URL of the asset to load. The url can be relative or absolute.
Optional
context: ContextThe context to use for loading the asset
the AssetReference for the URL
AssetReferences can be used to easily load glTF or GLB assets
You can use
AssetReference.getOrCreate
to get an AssetReference for a URL to be easily loaded.When using the same URL multiple times the same AssetReference will be returned, this avoids loading or creating the same asset multiple times.
myAssetReference.preload()
to load the asset binary without creating an instance yet.myAssetReference.loadAssetAsync()
to load the asset and create an instance.myAssetReference.instantiate()
to load the asset and create a new instance.myAssetReference.unload()
to dispose allocated memory and destroy the asset instance.