Changing textures at runtime
Swap a material texture map from script to retexture models on the fly without duplicating mesh assets.
Swap a material texture map from script to retexture models on the fly without duplicating mesh assets.
Edit HTML and CSS assets with live reload so HUD changes appear instantly while the scene keeps running.
Load multiple runtime assets while updating a UI progress bar so users see download and parse progress during loads.
Load several assets after startup using PlayCanvas asset APIs instead of preloading every file before the scene begins.
Load a single asset on demand so unused resources stay off the initial preload list until your script requests them.
Load Draco-compressed GLB models in PlayCanvas with the right pipeline so meshes stay small without breaking rendering.
Load glTF GLB files as binary assets at runtime and add the resulting model instance to your PlayCanvas scene hierarchy.
Swap material assets on render components in code to change colors, shaders, or skins without duplicating mesh entities.
Find, reference, and stream assets from the registry at runtime instead of relying solely on editor preloads for every file.