Only populated when this asset is animation data. An asset will only have one of these types specified.
A promise that resolves when the asset is finished loading
The unique id of this asset. Use this to reference this asset in actors, etc.
Only populated when this asset is a material. An asset will have only one of these types specified.
Only populated when this asset is a mesh. An asset will have only one of these types specified.
A human-readable string identifying the asset. Not required to be unique, but can be referenced by name if it is.
Only populated when this asset is a prefab. An asset will have only one of these types specified.
The pixel dimensions of the loaded texture
Only populated when this asset is a sound. An asset will have only one of these types specified.
Where this asset came from. Used for loading on late-joining clients.
Only populated when this asset is a texture. An asset will have only one of these types specified.
The URI, if any, this texture was loaded from
How overflowing UVs are handled horizontally.
How overflowing UVs are handled horizontally.
How overflowing UVs are handled vertically.
How overflowing UVs are handled vertically.
INTERNAL USE ONLY. To load a new texture from scratch, use [[AssetManager.createTexture]]