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  1. If you try to load more than one asset from a bundle using AssetLoader, you get this message for each asset after the first: This was mentioned in the "How to convert your Plugin" 1.1 thread, but that sub-forum is now hidden, so I don't know if there was discussion elsewhere. I've been trying to work around this issue, and one thing I find is that AssetLoader.LoadedBundles has an AssetBundle in it when the loader callback fires, and the bundle has all three shaders I was looking for. So, I suppose that is one way to work around this behavior. The AssetBundle doesn't have a name, so I still have to do some extra checks in case other asset bundles show up in the list. Here's the code snippet I'm using to trigger this error: KSPAssets.AssetDefinition[] rpmShaders = KSPAssets.Loaders.AssetLoader.GetAssetDefinitionsWithType("JSI/RasterPropMonitor/rasterpropmonitor", typeof(Shader)); if(rpmShaders == null || rpmShaders.Length == 0) { // Log an error return; } KSPAssets.Loaders.AssetLoader.LoadAssets(AssetsLoaded, rpmShaders); rpmShaders has 3 objects in it. When the callback gets called, only AssetLoader.Loader.objects[0] is valid - the [1] and [2] entries are null.
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