ContentProvider
Service that is used to load content, or assets, into a game.
The service's main use is to preload assets into a game. When a new asset such as a Decal or Sound is used in a game, Roblox will load the content associated with it from Roblox servers. In some cases, this can be undesirable for developers as it can lead to a delay before the content loads into the game.
With ContentProvider, developers can preload assets using the ContentProvider:PreloadAsync() function. Another useful property is ContentProvider.RequestQueueSize, which can be used to measure what proportion of assets in the request queue have been downloaded.
Code Samples
local ContentProvider = game:GetService("ContentProvider")
local LOGO_ID = "rbxassetid://658743164"
local PAGE_TURN_ID = "rbxassetid://12222076"
local decal = Instance.new("Decal")
decal.Texture = LOGO_ID
local sound = Instance.new("Sound")
sound.SoundId = PAGE_TURN_ID
local assets = { decal, sound }
ContentProvider:PreloadAsync(assets)
print("All assets loaded.")
Summary
Properties
Used by the ContentProvider to download assets from the Roblox website.
Gives the number of items in ContentProvider's request queue that need to be downloaded.
Methods
Gets the current AssetFetchStatus of the contentId provided.
A signal that fires when the AssetFetchStatus of the provided content changes.
Events
Properties
BaseUrl
Used by the ContentProvider to download assets from the Roblox website.
This URL points to a Roblox hosted website from which assets are downloaded and is pulled from the AppSettings.xml file, located in the version-hash folder.
It is possible to overwrite this property using the ContentProvider:SetBaseUrl() function in the command bar; however, this is not recommended and may cause asset loading issues.
RequestQueueSize
Gives the number of items in ContentProvider's request queue that need to be downloaded.
Items are added to the client's request queue when an asset is used for the first time or ContentProvider:PreloadAsync() is called.
Developers are advised not to use RequestQueueSize to create loading bars. This is because the queue size can both increase and decrease over time as new assets are added and downloaded. Developers looking to display loading progress should load assets one at a time (see example below).
Code Samples
local ContentProvider = game:GetService("ContentProvider")
local Players = game:GetService("Players")
local localPlayer = Players.LocalPlayer
local playerGui = localPlayer:WaitForChild("PlayerGui")
local screenGui = Instance.new("ScreenGui")
screenGui.Parent = playerGui
-- create a basic loading bar
local frame = Instance.new("Frame")
frame.Size = UDim2.new(0.5, 0, 0.1, 0)
frame.Position = UDim2.new(0.5, 0, 0.5, 0)
frame.AnchorPoint = Vector2.new(0.5, 0.5)
frame.Parent = screenGui
local bar = Instance.new("Frame")
bar.Size = UDim2.new(0, 0, 1, 0)
bar.Position = UDim2.new(0, 0, 0, 0)
bar.BackgroundColor3 = Color3.new(0, 0, 1)
bar.Parent = frame
local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://9120386436"
local sound2 = Instance.new("Sound")
sound2.SoundId = "rbxassetid://9120385974"
local assets = {
sound,
sound2,
}
task.wait(3)
for i = 1, #assets do
local asset = assets[i]
ContentProvider:PreloadAsync({ asset }) -- 1 at a time, yields
local progress = i / #assets
bar.Size = UDim2.new(progress, 0, 1, 0)
end
print("loading done")
Methods
GetAssetFetchStatus
Gets the current AssetFetchStatus of the contentId provided. Use GetAssetFetchStatusChangedSignal() to listen for changes to this value.
Parameters
The ID of the content to fetch the status for.
Returns
The AssetFetchStatus of the content.
Code Samples
local ContentProvider = game:GetService("ContentProvider")
-- Thumbnail of an avatar
local ASSET_ID = "rbxthumb://type=AvatarHeadShot&id=1234&w=48&h=48&filters=circular"
-- Output the current AssetFetchStatus of the asset
local initialAssetFetchStatus = ContentProvider:GetAssetFetchStatus(ASSET_ID)
print("Initial AssetFetchStatus:", initialAssetFetchStatus)
-- Listen for updates
local signal = ContentProvider:GetAssetFetchStatusChangedSignal(ASSET_ID)
local signalCallback = function(newAssetFetchStatus)
print("New AssetFetchStatus:", newAssetFetchStatus)
end
local connection = signal:Connect(signalCallback)
-- Trigger the thumbnail to preload
local preloadAsyncCallback = function(contentId, assetFetchStatus)
print("PreloadAsync() content ID:", contentId)
print("PreloadAsync() AssetFetchStatus:", assetFetchStatus)
end
ContentProvider:PreloadAsync({ASSET_ID}, preloadAsyncCallback)
GetAssetFetchStatusChangedSignal
A signal that fires when the AssetFetchStatus of the provided content changes. Connect to this signal by using a callback with one argument of type AssetFetchStatus. This is particularly useful for assets that might update themselves automatically like the thumbnail of a user when they change clothes.
Parameters
Returns
Code Samples
local ContentProvider = game:GetService("ContentProvider")
-- Thumbnail of an avatar
local ASSET_ID = "rbxthumb://type=AvatarHeadShot&id=1234&w=48&h=48&filters=circular"
-- Output the current AssetFetchStatus of the asset
local initialAssetFetchStatus = ContentProvider:GetAssetFetchStatus(ASSET_ID)
print("Initial AssetFetchStatus:", initialAssetFetchStatus)
-- Listen for updates
local signal = ContentProvider:GetAssetFetchStatusChangedSignal(ASSET_ID)
local signalCallback = function(newAssetFetchStatus)
print("New AssetFetchStatus:", newAssetFetchStatus)
end
local connection = signal:Connect(signalCallback)
-- Trigger the thumbnail to preload
local preloadAsyncCallback = function(contentId, assetFetchStatus)
print("PreloadAsync() content ID:", contentId)
print("PreloadAsync() AssetFetchStatus:", assetFetchStatus)
end
ContentProvider:PreloadAsync({ASSET_ID}, preloadAsyncCallback)
UnregisterDefaultEncryptionKey
Returns
PreloadAsync
Yields until all of the assets associated with the given Instances or Content strings have loaded. This can be used to pause a script and not use content until it is certain that the content has been loaded into the experience.
When called, the engine identifies links to content for each item in the list. For any of the Instances which have properties that define links to content, such as a Decal or a Sound, the engine attempts to load these assets from Roblox. For each requested asset, the callback function runs, indicating the asset's final AssetFetchStatus.
If any of the assets fail to load, an error message appears in the output. The method itself will not error and it will continue executing until it has processed each requested instance or asset ID.
Parameters
An array of items to load.
The function called when each asset request completes. Returns the content string and the asset's final AssetFetchStatus.
Returns
Code Samples
local ContentProvider = game:GetService("ContentProvider")
local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://9120386436"
local decal = Instance.new("Decal")
decal.Texture = "rbxassetid://5447528495"
local assets = {
decal,
sound,
"rbxassetid://5173222739",
"rbxthumb://type=Avatar&w=100&h=100&id=269323",
}
-- This will be hit as each asset resolves
local callback = function(assetId, assetFetchStatus)
print("PreloadAsync() resolved asset ID:", assetId)
print("PreloadAsync() final AssetFetchStatus:", assetFetchStatus)
end
-- Preload the content and time it
local startTime = os.clock()
ContentProvider:PreloadAsync(assets, callback)
local deltaTime = os.clock() - startTime
print(("Preloading complete, took %.2f seconds"):format(deltaTime))