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Resources.load vs LoadLevelAdditive which is faster
I am developing a game for iOS and am using Unity 3.5 (free) with iPhone basic. I am currently experiencing almost 3 minute loading times for my main scene. First off I know that my main scene is somewhat large and heavy (I have 9 terrains converted to mobile use with the t4m tool). My plan is to start with a nearly empty scene and then start loading in assets from there.
My question is should I be using Resources.load() to accomplish this or some other mechanism like LoadLevelAdditive?
Answer by Dreamora · Feb 26, 2012 at 09:18 AM
resources.load is better, loadleveladditive has an overhead. loadleveladditiveasync would be even better but that requires iOS Pro
Yeah that sucks that the asynchronous version is for pro only, don't exactly have $1500 laying around. With resources.load is there a way to load those up in an earlier scene (intro or something) and then just instaniate once in the main game level? I have a system running right now that can auto load/unload the "terrains" depending on the players position, but the whole scene freezes when I call resources.load. I can post that script if needed
If the object is marked as don't delete, then yes, but otherwise the end of scene also marks the end of life for anything loaded and created in the scene.
Oh cool. That makes sense. I have seen that, but didn't really know how to use it. Thanks for the help!