I have a function called loadlevel that first loads all the textures for my level into the CCSpriteFrameCache and then creates the various objects and sprites. This works but has a delay so I wanted to make a loading screen.
I wanted to use tinythread before I started reading that cocos is not threadsafe some times. Is this true? What causes the issue if so? I get very weird errors that do not seem reproducible each time I run it.
Does anyone have an example of how to do this?
I have been looking at the demos but there doesn’t seem to be one for this. The closest I saw were the TextureAsync demo or the TextureCacheTest.
Any thoughts or advice is appreciated. Thanks