#### Basic usage Synchronous model loading: ``` using (var assetLoader = new AssetLoader()) { var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. //AssetLoaderOptions let you specify options to load your model. //(Optional) You can skip this object creation and it's parameter or pass null. //You can modify assetLoaderOptions before passing it to LoadFromFile method. You can check the AssetLoaderOptions API reference at: //https://ricardoreis.net/trilib/manual/html/class_tri_lib_1_1_asset_loader_options.html var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. //(Optional) You can skip this object creation and it's parameter or pass null. var myGameObject = assetLoader.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject); //Loads the model synchronously and stores the reference in myGameObject. } ``` Asynchronous model loading: ``` using (var assetLoaderAsync = new AssetLoaderAsync()) { var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. //AssetLoaderOptions let you specify options to load your model. //(Optional) You can skip this object creation and it's parameter or pass null. //You can modify assetLoaderOptions before passing it to LoadFromFile method. You can check the AssetLoaderOptions API reference at: //https://ricardoreis.net/trilib/manual/html/class_tri_lib_1_1_asset_loader_options.html var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. //(Optional) You can skip this object creation and it's parameter or pass null. var thread = assetLoaderAsync.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject, delegate(GameObject myGameObject) { //Here you can get the reference to the loaded model using myGameObject. }); //Loads the model asynchronously and returns the reference to the created Task/Thread. } ```