Version
- Phaser Version: Phaser 3.6.0
- Operating system: Windows 10
- Browser: Google Chrome v.112.0.5615.138 (64bit)
Description
Encountered an issue where sometimes, most noticeably in unfavorable network conditions, when loading a normal map image for a spritesheet, the normal map image doesn't fully load.
Example Test Code
The issue was first observed in one of the fellow Discord member's project where the frames of a spritesheet were not being loaded. We confirmed this with the following code:
preload()
{
window.savedThis = this;
// Adding a filecomplete hook so that we can look at the loaded frames
this.load.on(`filecomplete-spritesheet-${pt.Tiles}`, function (key, type, data) {
console.log("finished loading", key, type, data, savedThis.textures.get(pt.Tiles).frames);
});
this.load.spritesheet({
key: pt.Tiles,
url: "assets/main-tileset/breakout-extruded.png",
normalMap: "assets/main-tileset/breakout-extruded_n.png",
frameConfig: {
frameWidth: 16,
frameHeight: 16,
spacing: 2,
margin: 1,
startFrame: 0,
endFrame: 99
}
})
...
}
When loading the page normally, all of the 100 frames were correctly being logged to the console. But in intermittent cases, we were receiving the log that there aren't any frames in .frames
This was later confirmed when looking at the following online example: https://labs.phaser.io/edit.html?src=src/game%20objects/lights/sprite%20sheet%20light.js
When I disabled caching and set the network emulation to 3G in Chrome' dev tools, I got these warnings in the online normal example:

Additional Information
Network emulation and disabling caching is done from Chrome Dev tools:

Version
Description
Encountered an issue where sometimes, most noticeably in unfavorable network conditions, when loading a normal map image for a spritesheet, the normal map image doesn't fully load.
Example Test Code
The issue was first observed in one of the fellow Discord member's project where the frames of a spritesheet were not being loaded. We confirmed this with the following code:
When loading the page normally, all of the 100 frames were correctly being logged to the console. But in intermittent cases, we were receiving the log that there aren't any frames in
.framesThis was later confirmed when looking at the following online example: https://labs.phaser.io/edit.html?src=src/game%20objects/lights/sprite%20sheet%20light.js
When I disabled caching and set the network emulation to 3G in Chrome' dev tools, I got these warnings in the online normal example:
Additional Information
Network emulation and disabling caching is done from Chrome Dev tools: