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2 changes: 1 addition & 1 deletion automated_updates_data.json
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "d52d42d3b4dd16f7cd57727fdd80f721fc0f6f80",
"last_automated_updates_commit": "17ace4e36fc1b5a1884955a35de2c18f9e8a92f5",
"last_improved_things": [
{
"date": "2026-02-16",
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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/resources-loading/index.md
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Expand Up @@ -69,6 +69,8 @@ You can then use the **Preload object** and **Unload object** actions.

![](object-preload-action.png)

These actions can also target an object from another scene by specifying its scene name — useful when you need to prepare an object before switching to the scene that uses it.

The **Preload object** action does not pause the game while the object's resources are being preloaded. If you try to create the object immediately, you will likely see "pink images" because some resources have not finished loading yet. To check when it is safe to create the object, use the **Object preloaded** condition.

![](object-preload-events.png)
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1 change: 1 addition & 0 deletions docs/gdevelop5/behaviors/events-based-behaviors/index.md
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Expand Up @@ -137,6 +137,7 @@ Properties can be:
* Numbers
* Strings (including colors or string with choices)
* Booleans (displayed as a checkbox)
* Layers (the name of a layer of the scene)

Properties can also be used to required behaviors as described in a following section.

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