BeyondImmersion.Bannou.AssetLoader.Godot 2.0.1-preview.manual.20260117173007

This is a prerelease version of BeyondImmersion.Bannou.AssetLoader.Godot.
dotnet add package BeyondImmersion.Bannou.AssetLoader.Godot --version 2.0.1-preview.manual.20260117173007
                    
NuGet\Install-Package BeyondImmersion.Bannou.AssetLoader.Godot -Version 2.0.1-preview.manual.20260117173007
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="BeyondImmersion.Bannou.AssetLoader.Godot" Version="2.0.1-preview.manual.20260117173007" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="BeyondImmersion.Bannou.AssetLoader.Godot" Version="2.0.1-preview.manual.20260117173007" />
                    
Directory.Packages.props
<PackageReference Include="BeyondImmersion.Bannou.AssetLoader.Godot" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add BeyondImmersion.Bannou.AssetLoader.Godot --version 2.0.1-preview.manual.20260117173007
                    
#r "nuget: BeyondImmersion.Bannou.AssetLoader.Godot, 2.0.1-preview.manual.20260117173007"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package BeyondImmersion.Bannou.AssetLoader.Godot@2.0.1-preview.manual.20260117173007
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=BeyondImmersion.Bannou.AssetLoader.Godot&version=2.0.1-preview.manual.20260117173007&prerelease
                    
Install as a Cake Addin
#tool nuget:?package=BeyondImmersion.Bannou.AssetLoader.Godot&version=2.0.1-preview.manual.20260117173007&prerelease
                    
Install as a Cake Tool

Bannou Asset Loader Godot

Godot 4.x engine extension for the Bannou Asset Loader SDK.

Overview

This package provides IAssetTypeLoader<T> implementations for Godot asset types:

  • Texture2D - PNG, JPEG images
  • Mesh - glTF/glb 3D models
  • AudioStream - WAV, OGG, MP3 audio

Installation

dotnet add package BeyondImmersion.Bannou.AssetLoader.Godot

Note: Requires .NET 8.0 and Godot 4.3+.

Usage

Register All Godot Loaders

using BeyondImmersion.Bannou.AssetLoader;
using BeyondImmersion.Bannou.AssetLoader.Godot;

// In your Godot game initialization
var source = new BannouWebSocketAssetSource(client);
var cache = new FileAssetCache("user://asset-cache");
var loader = new AssetLoader(source, cache);

// Register all Godot type loaders
loader.UseGodot();

// Load assets
await loader.EnsureAssetsAvailableAsync(new[]
{
    "my-bundle/hero-texture",
    "my-bundle/hero-model"
});

// Get typed Godot assets
var textureResult = await loader.LoadAssetAsync<Texture2D>("my-bundle/hero-texture");
var meshResult = await loader.LoadAssetAsync<Mesh>("my-bundle/hero-model");

if (meshResult.Success)
{
    var meshInstance = new MeshInstance3D { Mesh = meshResult.Value };
    AddChild(meshInstance);
}

Selective Registration

// Textures only
loader.UseGodotTextures();

// Meshes only
loader.UseGodotMeshes();

// Audio only
loader.UseGodotAudio();

Supported Content Types

Asset Type Content Types
Texture2D image/png, image/jpeg, image/jpg
Mesh model/gltf-binary, model/gltf+json
AudioStream audio/wav, audio/ogg, audio/mpeg, audio/mp3

Architecture

The Godot loaders implement loading directly using Godot's native APIs:

  • Image.LoadPngFromBuffer() / Image.LoadJpgFromBuffer() for textures
  • GltfDocument.AppendFromBuffer() for meshes
  • AudioStreamWav.Data, AudioStreamOggVorbis.Data, AudioStreamMp3.Data for audio

Notes

  • Meshes are loaded via GLTFDocument which generates a scene tree; we extract the first mesh
  • WAV files require header parsing to configure AudioStreamWav correctly
  • OGG and MP3 streams accept raw data directly
  • Resources should be freed when no longer needed (Godot uses reference counting)

License

MIT

Product Compatible and additional computed target framework versions.
.NET net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (1)

Showing the top 1 NuGet packages that depend on BeyondImmersion.Bannou.AssetLoader.Godot:

Package Downloads
BeyondImmersion.Bannou.SceneComposer.Godot

Godot 4.x engine extension for the Bannou SceneComposer SDK. Provides ISceneComposerBridge implementation, asset loading, and gizmo rendering for Godot-based games.

GitHub repositories

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2.0.1-preview.manual... 70 1/17/2026
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