final case class LoadAsset(asset: AssetType, key: BindingKey, makeAvailable: Boolean) extends AssetEvent

Load a single asset (alias for LoadAssetBatch)

You can load assets without a key if you just want them in the asset pool for future use, or you can specify a key so that you can track them as they come in.

You can also decide whether to force the assets to be available or not. If they are available, then on load they're immediately added to the asset registers. If not then they are downloaded locally cached, but not added.

Value parameters:

AssetType information


A tracking key.


Make the asset available to the game, or just download it to local cache.

trait Serializable
trait Product
trait Equals
class Object
trait Matchable
class Any

Value members

Inherited methods

Inherited from: