I’m attempting to preload images using content provider, however one image always throws an error and fails to load through the script. The issue is that if I enter the ID into the image label manually, the image loads instantly, every time.
local Assets = {"rbxassetid://4707342004","rbxassetid://4708971962"} --The first one loads fine
ContentProvider:PreloadAsync(Assets)
ContentProvider:PreloadAsync() failed for rbxassetid://4708971962
Is this something I can fix or is there an underlying issue?
The code I have used is almost exactly the same as the code sample at the bottom of that page. They also have put asset IDs into a table and pre-loaded that. Why is it that mine is any different?
All decal assets are uploaded twice: one as the website information asset and the other which can be used in-game. These are two asset types: decal and image. Image is the one that gets used in-game. Seeing as the second id was the decal image type, I just converted it to an image and supplied you the right id.
Subtract 1 from the id until you get the image of the decal.
A website extension which sometimes comes with a button to view the image asset associated with the decal (e.g. a linked items panel or a button to go straight from the decal to the image).
Putting it in Roblox Studio and taking advantage of the automatic conversion.
Sure, that works, but only with decals that are explicitly in your inventory. You couldn’t insert personally uploaded decals to a group game and vice versa. If a teammate uploads a decal that you need, you wouldn’t be able to access it with InsertService either. You can only use InsertService with assets that explicitly (not implicitly) share an owner or if they’re uploaded by Roblox.