SceneRegistry class final Assets and loading
Resolves DataAssets-backed .fsceneb files by source path, the .fscene
counterpart of ModelRegistry.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
loadScene(
String sourcePath, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry, SceneReloadCallback? onReload, Scene? applyStageTo}) → Future< Assets and loadingNode> -
Loads the scene whose source is
sourcePathas a Node. -
loadSubtree(
Node node, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry}) → Future< void> -
Streams a lazy placeholder
node's prefab content under it, resolving the referenced prefab (and its eager references) by source path against this registry. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
resolveKey(
String sourcePath, {String? package}) → String -
Resolves
sourcePath(relative to the owning package's root, with or without the.glb/.fscenebextension) to exactly one scene asset key. -
resolveRefKey(
String hostSourcePath, String refKey, String? package) → String -
Resolves a prefab
refKeyreferenced by the scene athostSourcePathto a scene asset key. Prefab references are relative to the referencing document (how the editor authors them), so this tries the reference joined onto the host scene's directory first, then the reference as a package-root-relative path (also accepted), throwing only when neither resolves. -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
-
isSceneAssetKey(
String assetKey) → bool -
Returns true when
assetKeyis a generated.fscenebDataAsset. -
load(
{AssetBundle? bundle, Iterable< String> ? assetKeys}) → Future<SceneRegistry> -
Loads the registry by scanning the asset manifest for
.fscenebDataAssets.