It should work, as I’ve done productInfo.Name, productInfo.Description and productInfo.PriceInRobux and they have all returned the correct stuff. Just images aren’t working
See if you get the same value from just inputting the link to the decal into a imageLabel’s image property. If you get a different value, you are not grabbing the image from product info properly. If they are the same, then try preloading the asset.
Is there some kind of misunderstanding or something about the function of PreloadAsync? It doesn’t download assets and it’s not a magic fix to a problem involving assets. It places assets at the front of the download queue.
I am not misunderstanding it, I am asking for him to do it so the game actually tries to download the asset. Then you can see if it is just failing to download, or the problem lies elsewhere.
This wouldn’t make a difference. PreloadAsync will throw the same warning that an invalid asset was supplied. Even if PreloadAsync manages to pass the asset into the download queue and it is downloaded, that doesn’t mean that the image automatically fixes itself.
No, you can obviously see that below that, he appends rbxassetid:// before the id, and he stills has the same problem. The initial fail to load happened because there was no rbxassetid:// prefix before the id.
I’m failing to understand what you’re saying. PreloadAsync is irrelevant still. The supposed issue seemed to have been that an invalid asset was supplied, meaning that the formatting of the string was the problem, not the method or the implementation.
PreloadAsync doesn’t magically fix things. That is the point I am making. Whether the use of PreloadAsync was applied here or not, a malformed asset link would return a load error.