I’m loading levels with:
AsyncOperation async = SceneManager.LoadSceneAsync()
I’ve set background loading priority via:
Application.backgroundLoadingPriority = ThreadPriority.Low;
According to Unity - Scripting API: Application.backgroundLoadingPriority, setting ThreadPriority.Low - 2ms “This is a maximum time all asynchronous operations can spend within a single frame on a main thread.”
However, I’m seeing huge performance hits when scenes are loading… here we see 123ms spent loading:
Any clues why this AsyncOperation is not following backgroundLoadingPriority? Or how to REALLY load the scene asynchronously without the performance hit?