Hi all,
First of all, I know this have been asked before, and i’ve spend a day looking for the best answer, which i can’t find or the threads is really old. So i try to make a new post here. I’m new with unity.
So basically i had a scene, where all of the objects will be Instantiate from a script(the world, characters, visual effects as particle explosion, gunshot, etc). I’m using the Resources.Load(“assets path”) method.
My current problem is when a particle effect(explosion or cracked flame) is instantiated, it’ll hiccup for a sec or two.
And I’m afraid it’ll also happen when i play sounds.
My conclusion is I need a preloader scene or a methods to load all the assets that i need to remove the hiccup.
Some say that i should create empty preload scene and then load my gamescene using LoadLevelAsync, but it requires unity pro, i only have the basic right now.
My thought is loadLevelAsync will only load the prefabs that already in the scene, not that generated on runtime using Resources.Load. is it correct?
the other solutions i found is to instantiate everything on the first frame and then destroy it. which i found is not a good approach to do.:(.
Please someone, shed me enlightenment for this problem? A method to make a preloader for a scene and it’s assets.
I develop for iOS, and for illustration, what i’m trying to make is kinda like in fighting game… where the player choose the character and the stages. and then it change to Loading scene where it load the world and character(with all the assets, effect, sound, etc). and then after loading done, it’ll go to the gamescene, so the gameplay is seamless.
I’ll get unity pro if it can solve this problem.
Thanks a lot,
daniel.