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Application.GetStreamProgressForLevel - iOS not working as it should
Hi all,
I've created a loading screen so that the user isn't bored whilst waiting for my level to load and I've come up against an issue. When accessing Application.GetStreamProgressForLevel, its always returning as 1. So that when the level isn't loaded it still outputs it as loaded. This is annoying as it is making it seem like the level is loaded 100% then actually loading the level, leaving a largish wait when it should load at 100%.
I'm using this
var loadingText : GUIText;
var percentageLoaded : float = 0;
function Update () {
if(Application.GetStreamProgressForLevel("level1") == 1) {
loadingText.text = "Level at index 1 has been fully streamed!";
Application.LoadLevel("level1");
} else {
percentageLoaded = Application.GetStreamProgressForLevel("level1") * 100;
loadingText.text = percentageLoaded.ToString();
}
Debug.Log(Application.GetStreamProgressForLevel("MenuTesting"));
Debug.Log(Application.GetStreamProgressForLevel("level1"));
}
Any help will be greatly received! thanks!
Answer by dannyskim · Mar 23, 2012 at 11:31 PM
I could be wrong, but I'm pretty sure Asynchronous progress reporting in this regards has never worked in any version of Unity Free or Unity Pro.
So basically, you, me, and everyone else are SOL. You can't animate a loading screen unless using a completely different method of doing so.
Answer by dj10dj100 · Mar 24, 2012 at 09:27 PM
This seems stupid, is there another way you've come across? I've tried checking the scene size against the bytes streamed but this is turning out to be a problem aswell!
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