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MonoGame currently does not support unloading content individually, which is a feature I feel can be useful for a variety of reasons. I'll list several use-cases:
Playing a cutscene that has one new asset that needs to be loaded just for that cutscene.
Unloading a single shader that no longer needs to be used.
Wanting to unload some assets without unloading every asset.
These can be done with multiple ContentManagers, but that seems overkill if you have only a few assets that you'd need for a specific purpose.
I suggest we can either add an overload to Unload with the following signature:
public virtual void Unload(string assetName)
or add a new method:
public virtual void UnloadAsset(string assetName)
Thoughts?
The text was updated successfully, but these errors were encountered:
I'm going to look more into this. @Jjagg I vaguely recall a while back you said that models may be problematic because this method would have to also unload anything related to them, such as textures. What if we make it clear that it's unloading only a single asset and not anything else?
MonoGame currently does not support unloading content individually, which is a feature I feel can be useful for a variety of reasons. I'll list several use-cases:
These can be done with multiple ContentManagers, but that seems overkill if you have only a few assets that you'd need for a specific purpose.
I suggest we can either add an overload to Unload with the following signature:
public virtual void Unload(string assetName)
or add a new method:
public virtual void UnloadAsset(string assetName)
Thoughts?
The text was updated successfully, but these errors were encountered: