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Question by Jeston · Aug 29, 2011 at 07:12 PM · iphoneloadingmemoryscenes

iPhone loading strategies ?

Greetings Unity Community,

I have an iphone game which has a significantly sized scene graph (4000+ scene nodes) but very few textures, mostly due to the fact that our art is scalable with our level design. However, organizationally our levels are in the main game scene under a root node called Levels. At first the app loaded almost instantly, but as production went underway load times have become significantly longer. I don't believe this is from the texture sheets since I have had apps load quicker with more textures.

So I do believe that the load hit ( now reaching 20 seconds) is coming from the raw number of scene graph nodes and so my question is what strategies are there to minimize the load times and some of the fall out from doing so. I know that I can pull certain things from another scene, but I was under the impression this was loading assets and not necessarily scene graph info.

Should I move all my nodes in Levels, to another scene and when a player starts that level, load just that levels subtree ? Is this possible to do in Unity ?

Appreciate the advice, ~J

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Answer by DaveA · Aug 29, 2011 at 09:10 PM

Yes, yes you should. Look at http://unity3d.com/support/documentation/ScriptReference/Application.LoadLevel.html and related functions

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avatar image Jeston · Aug 30, 2011 at 09:07 PM 0
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Aye, I was hoping to avoid scene juggling. $$anonymous$$now if its possible to pull out a specific subtree from a second scene ?

As in I have 3 root objects, but only load 1 node from sceneB into sceneA ?

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