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Question by juanmanolo · Jul 24, 2019 at 09:57 AM · coroutinetimescaleload sceneasync

Loading screen with async load and freezing gameplay

Hi, I'm trying to make a load screen that uses async load.

For that I'm using a coroutine, and it works fine. But I want that if the load time is too small let the "load screen" to last a minimum time, I mean I don't want a instantaneus "loading" and "press a key to continue" thing.

For that I use a first "yield return new WaitForSeconds(3f)" and then I check for the async load. This is the code:

     IEnumerator Example()
     {
         // An object with red color to indicate is loading.
         gameObject.GetComponent<Renderer>().material.color = Color.red;
         AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(nextScene);
         asyncLoad.allowSceneActivation = false;
 
         // wait a minimum time in this "loading screen".
         yield return new WaitForSeconds(3f);
         print(Time.time);
        
         while(!asyncLoad.isDone)
         {
             if(asyncLoad.progress >= .9f)
             {
                 // change to bluecolor to indicate now you can continue to next level.
                 gameObject.GetComponent<Renderer>().material.color = Color.blue;
                 if(Input.anyKeyDown)
                 {
                     asyncLoad.allowSceneActivation = true;
                 }
             }
             yield return null;
         }
     }

As I said this works, but the problem is that I want to freeze the gameplay while this "loading screen" is active. But if I do using "Time.timeScale = 0f" then the coroutine stop working.

Any idea how can I archieve it? Thank you.

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