IAssets Type
Per-game asset loader/cache service for the MonoGame backend.
Provides cached loading for textures, fonts, sounds, models, effects, and 3D animation clips via the MonoGame content pipeline. Extends IAssetCache so portable code can cache custom assets without referencing a backend.
Example
let assets = GameContext.getService<IAssets> ctx
let tex = assets.Texture "sprites/player"
let font = assets.Font "fonts/main"
let clips = assets.ModelAnimations "assets/character.glb"
Instance members
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Description
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Full Usage:
this.AnimatedMesh
Parameters:
string
Returns: AnimatedMesh voption
Modifiers: abstract |
Loads and caches skeleton data (bone names + inverse-bind matrices) from a raw model file via Assimp at runtime.
Used for GPU skinning via
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Full Usage:
this.ModelAnimations
Parameters:
string
Returns: Animation3DClips
Modifiers: abstract |
Loads and caches 3D animation clips from a raw model file (.glb/.gltf/.fbx/.dae/.blend/etc.) via Assimp at runtime.
The MonoGame content pipeline does not preserve animation data in XNB,
so clips are loaded directly from the raw model file via AssimpNetter.
The path is a filesystem path (relative to the
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Mibo