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Question by chayanvinayak · Feb 19, 2014 at 06:46 PM · scene-loadingasynchronousadditive

LoadLevelAdditiveAsync progress is always 0

I am trying to load an additive scene using 'LoadLevelAdditiveAsync' and the loading of the scene does not progress at all.

Here is the code :

 var sceneToLoad :String;
 var asyncEOL : AsyncOperation;
 var endLoaded:boolean;
     
     function Start () {
         endLoaded=false;
     }
     
     function Update () {
         if(endLoaded==false){
             loadLevel();
             endLoaded=true;
         }
     }
     
     function loadLevel () {
             if( sceneToLoad!=""){
                 asyncEOL = Application.LoadLevelAdditiveAsync(sceneToLoad);            
                 while (!asyncEOL.isDone) {
                           Debug.Log(asyncEOL.progress); // this always outputs 0 and scene never gets loaded.
                           yield;
                             }
             }
     }
 
 

PS : There is another scene in the background loaded asynchronously which has not been activated yet.

 async = Application.LoadLevelAsync(Application.loadedLevel+1);
 async.allowSceneActivation = false;
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avatar image MakeCodeNow · Feb 19, 2014 at 07:17 PM 1
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Async APIs are pro only. Do you have pro? Also, is the level you're trying to load in your BuildSettings? If not it won't load but you should see an error in the console.

avatar image chayanvinayak · Feb 20, 2014 at 01:15 AM 0
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Thanks for taking time. Yes, I have unity Pro (in trial period) . Yes, the scene I am loading is in the build settings.

avatar image chayanvinayak · Feb 20, 2014 at 02:17 AM 0
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I believe it has something to do with the scene being loaded asynchronously in the background because when I disable async = Application.LoadLevelAsync(Application.loadedLevel+1); async.allowSceneActivation = false;

the scene loads fine

avatar image rutter · Feb 20, 2014 at 04:03 AM 0
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I'm not sure how Unity handles multiple simultaneous async loads. The documentation on AsyncOperation.priority seems to suggest that it might wait for one to finish before starting the next one.

avatar image mattyman174 · Feb 20, 2014 at 04:12 AM 0
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Yeh that sounds about right rutter. Priority only queues before they are processed from what i gather.

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Answer by chayanvinayak · Feb 20, 2014 at 02:37 AM

I believe it has something to do with the scene being loaded asynchronously in the background because when I disable async = Application.LoadLevelAsync(Application.loadedLevel+1); async.allowSceneActivation = false;

the scene loads fine.

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Answer by mattyman174 · Feb 20, 2014 at 02:22 AM

Try changing your Yield Statement to the Following.

 yield asyncEOL;
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avatar image chayanvinayak · Feb 20, 2014 at 03:53 AM 0
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No luck :P ! (does the same with yield asyncEOL;).

avatar image mattyman174 · Feb 20, 2014 at 04:03 AM 0
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Try changing the following function as such.

 function loadLevel () 
     {
         if( sceneToLoad!= "")
         {
             asyncEOL = Application.LoadLevelAdditiveAsync(sceneToLoad);
             yield asyncEOL;
         }
     }
avatar image chayanvinayak · Feb 20, 2014 at 06:04 AM 0
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Unity editor / ios device hangs when I do this.

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