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Question by Eco-Editor · Aug 08, 2019 at 11:36 AM · sliderload sceneasynchronousprogresscutting

Why loading slider is not gradual when async loading scene?

Hello all,

I have an issue with async scene loading. I want the next scene to load asynchronously and while loading the slider will indicate the loading progress, based on this code:

      IEnumerator LoadAsynchronously(int currentSceneNumber)
             {
                 loadingSceneSphere.SetActive(true);
                 yield return new WaitForSeconds(1.5f);
                 AsyncOperation operation = SceneManager.LoadSceneAsync(currentSceneNumber);
                 float loadingStartTime = Time.time;
                 operation.allowSceneActivation = false;
                 while (!operation.isDone)
                 {
                     print("OP");
                     float progress = Mathf.Clamp01(operation.progress / .9f);
                     loadingBar.value = progress;
                     progressText.text = Mathf.Round(progress * 100) + "%";
                     if (operation.progress >= 0.9f)
                     {
                         loadingSceneSphere.SetActive(false);
                         operation.allowSceneActivation = true;
                     }
                     yield return null;
                 }
             }

The actual result is the current scene will freeze, then the loading bar would be full the text will show 100% and next scene will load. I want the loading slider to be gradually filled and the text to run from 0% -100% evenly. Tested in the build and it is the same abrupt fill of the slider, the text jumps to 0 - 27 - 100%.

Is this possible in Unity?

Thank you

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