- Home /
"Loading scene" (progress bar) that should not destroy until my own stuff ended
I have a menu scene and a game scene. I'd like to create a loading scene with a progress bar that indicates the state of loading.
The problem is, that switch of scenes is not as long operation. But after my game scene is loaded it starts some procedural generation of level stuff that rly takes long time, and that's what i'd like to indicate in my progress bar.
How can I not to destroy my loading scene as soon as my game scene is loaded (in terms of unity). I need it to be alive until my generation ends.
Generally, how to switch scenes (atleast visually) as soon as programmer gives a signal himself?
You should use the standard loading bar setup of the Async callback from the scene loader. Then have a separate loading screen in the scene, that is automatically enabled, and then you disable it when generation is complete.
Alternatively, you could use DontDestroyOnLoad, but that's not really necessary.
Answer by ikhsaniks · Mar 17, 2018 at 04:47 PM
Hi @laralex do you know that unity have animation and animator, I think you shouldn't make a "loading scene", maybe you just have to put our loading screen on the main menu and when you click something-> the loading screen is active and you make some delay until the loading is finish. and then you change the scene.
The bad thing is that generation is in other scene. $$anonymous$$enu scene is nothing more than a canvas with menu, but all logic is in the scene i'm loading
Your answer
Follow this Question
Related Questions
.As u can see in the image it loads ThemeSelection scenes but doesnot show anything 0 Answers
How can I make a loading screen with LoadSceneAsync 2 Answers
Predfined Level Generation Procedural vs Scene 1 Answer
Drunkard Walk Algorithm C# Question 0 Answers
Substance - Procedural Materials - runtime edit - mobile 1 Answer