Godot Version
4.5
Question
I’m looking at Background loading — Godot Engine (stable) documentation in English , and I would like to use load_threaded_request. I also see that I have to do polling to get the progress of the resources loading.
Suppose I have a scene of a grassland stage that has the player, enemies, trees, etc. - all of these MeshInstance3Ds along with their textures, skeletons, animations, shaders, etc. will be loaded in one go with load_threaded_request. Afterward, I could use load_threaded_get_status ( ResourceLoader — Godot Engine (stable) documentation in English ) to see the progress of the loading.
Questions:
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is it possible to know the status of each resource in the whole scene here rather than just the number 0.0 to 1.0 for the whole scene?
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Regarding the description of
load_threaded_request:
Loads the resource using threads. If
use_sub_threadsistrue, multiple threads will be used to load the resource, which makes loading faster, but may affect the main thread (and thus cause game slowdowns).
Assume that this is during a loading screen where the player is not playing so slowdowns do not matter.
In this case if the resource I am loading is a scene and it has many resources associated as aforementioned in the second paragraph above, will using load_threaded_request with use_sub_threads set to true be faster than just a normal load ? If so, I am thinking this should be beneficial for a very huge scene.
If not, what about we have a list of resources that we know exist in the grassland scene and load them first with load_threaded_request with use_sub_threads set to true first. Once all the threaded loads are done, we then load the grassland scene. This should be faster, right?