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@modoki/engine / index / SceneLoadOptions

Interface: SceneLoadOptions

Scene & Prefabs

forceReloadBases?

optional forceReloadBases?: string[]

Base-scene guids to treat as NOT kept even though their guid matches the old chain — i.e. force them into toDrop+toLoad so they re-fetch from disk instead of being carried from the in-memory snapshot. A base scene's own guid never changes when its FILE is edited, so a normal reload of the primary always treats it as "kept" and never sees the edit (A7, base-scene-and-persistence- plan.md) — this is the escape hatch. Used by the dev-server hot-reload path when the changed file is a base, not the primary itself.


gameId?

optional gameId?: string | null

The game this scene belongs to, for game-scoped manager lifecycle. Set it on a real game switch (production routes through App.tsx, which knows the id) so game-scoped managers swap. Omit for in-game scene swaps and editor loads — the id is then derived from the scene path (a dev-only fallback; production paths can be hashed) and, if underivable, the active game is left unchanged so cross-scene managers persist (e.g. Station↔Warp). Pass null to explicitly clear the active game (e.g. returning to the menu).


onProgress?

optional onProgress?: (loaded, total) => void

Reports progress as resources finish loading.

Parameters

loaded

number

total

number

Returns

void


preloaded?

optional preloaded?: SceneData

Pre-parsed scene data — skips the network fetch. Used by the dev hot-reload path, which already fetched the file to validate it (avoids a second GET).


signal?

optional signal?: AbortSignal

External abort signal — caller can cancel via AbortController.

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