hi,
i’ve implemented this :
private IEnumerator Preload(string _levelName) {
asyncLoad = Application.LoadLevelAsync(_levelName);
asyncLoad.allowSceneActivation = false;
yield return asyncLoad;
displayLaunchButton = true;
}
but when this Preload method is called, my scene becomes quite laggy until the level is finished to be loaded.
I thought it would be lagless 
any hint ?
thanks,
What platform are you testing on? In general, the Async calls are quite a bit worse performing in editor than on target. Also, Async calls do work in the background, but it’s still more work. If you’re on a system that only has 1-2 CPUs and they are already maxed out with gameplay and graphics, the extra “background” work will require more total CPU than you have, which will slow things down.
on iOS devices (iPhone 4, iPad Mini Retina)
You’d have to check the profiler, but my bet is that you’re maxing out the CPU on the iPhone 4 for sure, if not on the iPad Mini (which only has two cores). Supposedly the async stuff is faster in Unity 5, but you’ll have to wait for that to come out to know for sure.
how can i check the profiler when its running on the iphone ?
http://docs.unity3d.com/Manual/Profiler.html
You can also use Instruments in Xcode for CPU profling info on iOS.
nice, thanks, i’ll check that.