API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

C

classAssetCacheLayer

@codexo/exojs/debug / debug / stable

Debug layer that reports what the application's Loader currently holds: ready / pending / failed counts, estimated resident bytes broken down by asset type, and the heaviest resident assets. The snapshot walks the whole residency, so it is taken on an interval (refreshInterval) rather than every frame. Byte figures are the loader's own estimate and count CPU-side payloads only - see `AssetStats.bytes` for what they do and do not cover. Enable via DebugOverlay or by pressing F7 while the canvas has focus.

4
props
3
methods
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events
Import
import { AssetCacheLayer } from '@codexo/exojs/debug'

Debug layer that reports what the application's Loader currently holds: ready / pending / failed counts, estimated resident bytes broken down by asset type, and the heaviest resident assets.

The snapshot walks the whole residency, so it is taken on an interval (refreshInterval) rather than every frame. Byte figures are the loader's own estimate and count CPU-side payloads only - see `AssetStats.bytes` for what they do and do not cover.

Enable via DebugOverlay or by pressing F7 while the canvas has focus.

Constructors1
Methods3
destroy(): void
Destroy the panel's subtree and release all child references.
render(backend: RenderBackend): void
Submit the panel's Container subtree to the backend for drawing.
Take a fresh residency snapshot when the refresh interval has elapsed, and repaint the panel.
Properties4
How long a snapshot is kept before the panel takes a new one. Lower it to watch a load land in real time; the cost is a full residency walk per refresh.
topCount: number
How many of the heaviest resident assets the panel lists.
visible: boolean
Whether this layer renders in the scene's world-space view or in a screen-space (canvas-pixel) view. Defaults to 'screen'. Subclasses override to return 'world' when rendering at actual scene positions.
Source