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Is it possible to cache next level before loading it with LoadLevelAsync()?
Hi,
Is there any way to load a level async, and wait for user to load it manualy? For example a video loading screen that can be skipped after loading next level(like Call of Duty).
I'd like to know this too! Whenever a level is completed, a panel appears that among other things it allows the player to either proceed to the next level or load the start screen. Loading the start screen takes too long (3-4'') and I was thinking that maybe there is the possibility to cache the start screen and IF the player chooses to load it, it will (almost) instantly (as it's been cached). Of course the player may choose to load the next level.
Answer by Graham-Dunnett · Jun 13, 2011 at 09:09 AM
http://unity3d.com/support/documentation/ScriptReference/Application.CanStreamedLevelBeLoaded.html
This API is designed to work with streamed levels, as per:
http://unity3d.com/support/documentation/ScriptReference/BuildPipeline.BuildPlayer.html
Thanks for the reply, but is it possible to do that in standalone?