So I suppose this is more of an enquiry in to how I should approach a system rather than a cry for help.
I would like to create an asset preloading system for my game wherein all of the decals, images, textures etc etc are preloaded before the game is actually ran. I know how to make use of ContentProvider:PreloadAsync() and such, but the method of implementation is what I would like to know more about. For those of you who have loading screens, how did you do it? Did you put all of the assetID links into a list and iterate over them when the loading code is due to run? Do you dynamically run through every asset in the game, grab its respective property related to an asset link and then preload it or what…?
Is there a streamlined way to grab every single piece of to - be - loaded content in your game in the form of a table which can just have ContentProvider:PreloadAsync(content) called upon it?
I appreciate any replies which help me with this matter.
Regards,
bricknemesis