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SceneLoadOptions

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Defined in: scene/scene.ts:94

optional abortOnMissingAssets?: boolean

Defined in: scene/scene.ts:110

If true, throw after preloading when any asset is missing; the scene is not spawned. Default is false (legacy behaviour: missing assets get handle 0, scene loads anyway).


optional assetBaseUrl?: string

Defined in: scene/scene.ts:96


optional assets?: Assets

Defined in: scene/scene.ts:95


optional collectAssets?: LoadedSceneAssets

Defined in: scene/scene.ts:97


optional externalEntities?: ReadonlyMap<number, number>

Defined in: scene/scene.ts:116

Authored ids this document may reference that live in another one — the persistent rows a streamed cell is allowed to name. Absent = a reference outside the document resolves to nothing, which is what it always did.


optional onMissingAssets?: MissingAssetCallback

Defined in: scene/scene.ts:104

Invoked once during load with the list of asset refs that could not be loaded (unresolved UUID or fetch failure). Fires even if the list is empty — callers that want “missing asset” UI wire this up.


optional onPhase?: ScenePhaseSink

Defined in: scene/scene.ts:125

Where a load’s time went, phase by phase. Most of it runs between frames — off every system timer there is — so a profiler watching the frame loop sees the cost and cannot say what it was.

A name may be dotted, and a dot means containment: spawn.components is part of spawn, so a reader sums the roots and never the whole list.


optional onProgress?: SceneLoadProgressCallback

Defined in: scene/scene.ts:98