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1 change: 1 addition & 0 deletions Sources/UntoldEngine/Mesh/Mesh.swift
Original file line number Diff line number Diff line change
Expand Up @@ -1483,6 +1483,7 @@ public struct Material {
.textureUsage: NSNumber(value: MTLTextureUsage([.shaderRead, .pixelFormatView]).rawValue),
.textureStorageMode: NSNumber(value: MTLStorageMode.private.rawValue),
.SRGB: NSNumber(value: isSRGB),
.generateMipmaps: NSNumber(value: true),
]

// Grayscale PNGs produce an r8Unorm Metal texture. The shader samples it as
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28 changes: 28 additions & 0 deletions docs/API/GettingStarted.md
Original file line number Diff line number Diff line change
Expand Up @@ -200,6 +200,34 @@ once the mesh is parsed and uploaded to GPU memory.

---

## Loading an Untold Scene File

Untold Engine Studio can save a composed scene as a `.untoldscene` file. A saved
scene can include model placement, light properties, post-processing settings,
and other scene data configured in the editor.

Use `loadUntoldScene` to load that scene in your Xcode project. Place the
`.untoldscene` file in `Sources/<ProjectName>/GameData/Scenes`, then pass the
scene name without an extension, or with the `.untoldscene` extension.

```swift

//...After configureEngineSystems()

loadUntoldScene(named: "LevelOne") { success in
if success {
moveCameraTo(entityId: findGameCamera(), 0.0, 3.0, 10.0)
ambientIntensity = 0.4
}
setSceneReady(success)
}
```

By default, scene meshes load asynchronously. For tests or tools that need a
blocking load, pass `meshLoadingMode: .sync`.

---

## Loading a Streamed Scene

Use `setEntityStreamScene` to load a large scene that streams tiles in and out of
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