Singleton used to load resource files from the filesystem.
It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
</description>
<tutorials>
<linktitle="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
Returns whether a recognized resource exists for the given [code]path[/code].
An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
</description>
</method>
<methodname="get_dependencies">
<returntype="PoolStringArray"/>
<argumentindex="0"name="path"type="String"/>
<description>
Returns the dependencies for the resource at the given [code]path[/code].
</description>
</method>
<methodname="get_recognized_extensions_for_type">
<returntype="PoolStringArray"/>
<argumentindex="0"name="type"type="String"/>
<description>
Returns the list of recognized extensions for a resource type.
</description>
</method>
<methodname="has">
<returntype="bool"/>
<argumentindex="0"name="path"type="String"/>
<description>
[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead.
</description>
</method>
<methodname="has_cached">
<returntype="bool"/>
<argumentindex="0"name="path"type="String"/>
<description>
Returns whether a cached resource is available for the given [code]path[/code].
Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the [method load] or [method load_interactive] methods will use the cached version. The cached resource can be overridden by using [method Resource.take_over_path] on a new resource for that same path.
Loads a resource at the given [code]path[/code], caching the result for further access.
The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed, and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
Returns an empty resource if no [ResourceFormatLoader] could handle the file.
GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
Starts loading a resource interactively. The returned [ResourceInteractiveLoader] object allows to load with high granularity, calling its [method ResourceInteractiveLoader.poll] method successively to load chunks.
An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed, and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.