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API: Library
ᴏᴠ ━ ᴀɴɪꜱᴀ edited this page Mar 4, 2025
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✨Verifies whether the library is booted.
local bool: state = assetify.isBooted ()✨Verifies whether the library's assets are downloaded and loaded.
local bool: state = assetify.isLoaded()✨Verifies whether the library's modules are downloaded and loaded.
local bool: state = assetify.isModuleLoaded()✨Retrieves Assetify's serial.
local ~: serial = assetify.fetchSerial()✨Retrieves Assetify's version.
local ~: version = assetify.fetchVersion()✨Retrieves Assetify's webserver URL.
local ~: webserver = assetify.fetchWebserver()✨Fetches list containing valid assets within specified pack.
local table: packAssets = assetify.fetchAssets(
string: assetType
)✨Fetches valid asset's datas.
local table: cAsset, table: cData = assetify.getAssetData(
string: assetType,
string: assetName
)✨Fetches loaded asset's dependency.
local ~: cDep = assetify.getAssetDep(
string: assetType,
string: assetName,
string: depType,
~: depIndex,
~: depSubIndex --(Optional)
)✨Updates element's asset.
local bool: result = assetify.setElementAsset(
element: element,
string: assetType,
string: assetName,
string: assetClump, --(Optional)
table: clumpMaps --(Optional)
)✨Retrieves element's asset.
local string: assetType, string: assetName, string: assetClump, table: clumpMaps = assetify.getElementAsset(
element: element
)✨Creates a dummy utilizing specified asset.
local element: dummy = assetify.createDummy(
string: assetType,
string: assetName,
string: assetClump,
table: clumpMaps,
table: dummyData,
bool: isScoped
)✨Retrieves library/asset's download progress.
--Syntax 1: Retrieves overall library's overall progress
local float: cDownloaded, float: cBandwidth, float: cProgress, float: cETA = assetify.getDownloadProgress()
--Syntax 2: Retrieves specifically an asset's progress
local float: cDownloaded, float: cBandwidth, float: cProgress, float: cETA = assetify.getDownloadProgress(
string: assetType,
string: assetName
)✨Fetches valid asset's load state.
local bool: state = assetify.isAssetLoaded(
string: assetType,
string: assetName
)✨Fetches loaded asset's model ID.
local int: modelID = assetify.getAssetID(
string: assetType,
string: assetName,
string: assetClump
)✨Loads a valid unloaded asset.
local bool: result = assetify.loadAsset(
string: assetType,
string: assetName
)✨Unloads a valid loaded asset.
local bool: result = assetify.unloadAsset(
string: assetType,
string: assetName
)✨Loads modules of a valid asset.
local bool: result = assetify.loadModule(
string: assetName,
table: moduleTypes
)✨Creates a valid Assetify shader.
local shader: cShader = assetify.createShader(
element: element, --(Optional)
string: shaderCategory,
string: shaderName,
string: textureName, --Optional: Used only when isStandalone is not enabled
table: shaderTextures,
table: shaderInputs,
table: rwCache,
table: shaderMaps, --(Optional)
int: shaderPriority, --(Optional)
float: shaderDistance, --(Optional)
bool: isStandalone --Optional: Enabling this prevents shader from being applied on world elements
)