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@modoki/engine / index / loadManifestJson

Function: loadManifestJson() ​

loadManifestJson(json, opts?): void

Bulk-load a manifest JSON (production build path). Entries without a guid are ignored — they live in the same file for legacy font/panel discovery.

pathPrefix (OTA Phase 4, docs/ota-subgame-modules.md §2): a dynamically loaded sub-game's manifest fragment is scanned with root-absolute paths (/assets/x.png) exactly like a normal per-game build — which would collide with the shell's own assets and resolve against the shell's root. Prefixing each path once here, at merge time, is enough: the manifest is a guid→path map consumed only through resolveRef → assetUrl, never read again from the source JSON.

Parameters ​

json ​

AssetManifestFile

opts? ​

pathPrefix? ​

string

Returns ​

void

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