[Unity] Scene loading asynchronously

Today's project is coming to an end, but I encountered a problem, the loading of the scene is relatively slow, and I immediately thought of asynchronous loading.

Then it took a while to study it.

The core class involved: AsyncOperation

The method attributes involved:

SceneManager.LoadSceneAsync() : The method of asynchronous loading, the parameter can be filled with serial number or scene name

allowSceneActivation : Whether the scene can be activated after loading

progress : value, the progress of scene loading, from 0.1 to 1

The front needs to make a slider, a text, and a button added in the previous scene. At the same time, the scene of the loading progress bar needs to be saved, and then added to the build setting

 

 First scene:

Transition scene:

 

Second scene:

It is relatively simple to write, directly on the code:


	private Slider slider;
	private AsyncOperation async;
	private int asyncValue;
	private Text text_Slider;

	// Use this for initialization
	void Start () {
		slider = GameObject.Find("Canvas/LoadSlider").GetComponent<Slider>();
		text_Slider = GameObject.Find("Canvas/SliderText").GetComponent<Text>();
		asyncValue = 0;
		async = SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex+1);
	}
	
	// Update is called once per frame
	void Update () {
		async.allowSceneActivation = false;
		slider.value = Mathf.Lerp(slider.value,async.progress/9F*10F,Time.deltaTime);
		text_Slider.text = "Loading:" + ((int)(slider.value * 100f)).ToString() + "%";
        if (slider.value>=0.99f)
        {
			async.allowSceneActivation = true;
        }
	}

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Origin blog.csdn.net/CSDN_6954/article/details/120747431
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