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.
}