Hello, I’ve been running into issues with PreloadAsync. I need 2 meshes loaded in before my game’s intro cinematic starts playing. The meshes always pop into existence mid-cinematic.
Here is my preload code:
local function checkFailed(contentId, Status)
if Status == Enum.AssetFetchStatus.Failure then
print("Failed:", contentId)
else
print("Success: "..contentId)
end
end
local PreloadTable = {
workspace:WaitForChild("Map"):WaitForChild("LobbyDisplay"):WaitForChild("SpecialEffects"):WaitForChild("Backdrop"):WaitForChild("WhiteBackdrop"),
workspace:WaitForChild("Map"):WaitForChild("LobbyDisplay"):WaitForChild("SpecialEffects"):WaitForChild("PyramidTween1"):WaitForChild("TweenObject"),
}
game:GetService("ContentProvider"):PreloadAsync(PreloadTable, checkFailed)
Here are the measures I’ve taken to try and fix this:
-PreloadAsync with prints when the asset is “successfully preloaded”
-Viewportframe with the camera pointed at the assets to try and force them to load in. In the video below, the assets are loaded fine in the Viewportframe, but the same assets are not loaded in when the cinematic begins.
-Set camera CFrame to force the player to look directly at the assets when the player just joins the game.
This is all done in ReplicatedFirst and takes place long before the cinematic starts.
Here is the result of my efforts. As you can see, I have achieved absolutely nothing and the pyramid and the background still just pop into existence at the end of this video. They are supposed to be visible throughout the entire thing.
In the top left corner is the viewport with the same 2 meshes that just pop into existence.
Is there any way to fix this?