Whether the loading screen covers the game, which the menu waits under.
loading
boolean
Whether three’s loaders have a file in flight or a scene boundary has not drawn yet, as the loop’s last frame read them. True until the first frame, and again once the loop unmounts. Read this rather than drei’s useProgress: a model starts loading in the render that draws it, so a useProgress reader would update in the middle of that render.
mountedScene
string | null
The active scene once everything under its boundary has committed, so the entities it spawns have spawned. Null until the first scene commits; a scene that suspends on a switch leaves the last name.
ready
boolean
Whether the first playable frame has drawn: under the loading screen, once its steps are in and the shaders compiled, a whole frame drawn that compiled no new program. The screen reads 100% and lifts then. It stays true once the screen lifts, and false in a game with no screen.
settled
boolean
Whether the loading screen’s stages before its shaders have all been in: the chunks landed, the scene mounted and drawn, the room joined and the loaders idle. The screen then waits for the shaders. It stays true once the screen lifts, and false in a game with no screen.
shadersCompiled
boolean
Whether Game has compiled the scene’s shaders since its last load settled. Under the loading screen, it turns true once settled has.