Open janhohenheim opened 1 year ago
I don't think that there is a better way at the moment. The logging could definitely be improved here.
If an asset fails to load I would always expect the asset server or loader to report that.
I did it the manual way now (https://github.com/janhohenheim/foxtrot/blob/main/src/file_system_interaction/asset_loading.rs#L98) and have identified that a GLTF sometimes just loads forever, so there is no error being reported since it didn't actually fail. It's hard to debug since it apparently happens nondeterministically and I don't think I can get any information out of the loading state for debugging :/ I have no idea if the bug happens in your plugin or the asset server.
I would be surprised if that problem has anything to do with bevy_asset_loader
. The actual loading of the GLTF file and it's dependencies is handled by the asset loaders/server.
Have you tested the same GLTF model in a simple Bevy app without any dependencies?
I see, that makes sense.
I didn't isolate the issue yet because it happens quite rarely and so it's quite hard to say for sure whether or not my minimal app captures it. I guess I'd have to create an App
in a loop and check with a timer whether the GLTF was loaded after a while? Not sure. But yeah, there's a potential bug report for Bevy lurking in here.
This concerns the
progress_tracking
feature. I've got an issue where sometimes a single asset never finishes loading. It's hard for me to debug this without knowing which assets already finished loading. I thought about simply querying anOption<Res<MyAsset>>
for every asset and putting the.is_some()
output into astruct
during loading, but that feels like excessive boilerplate. Is there a better way to either know which assets are finished loading or which asset is being loaded right now?