Load Terrain issue on Web player streaming

Hi,

I’m using Unity 2.6 to build a game and deploy it on unity web player streaming. I have three different scenes, player character is located on the first scene, and a bunch of monsters on the third scene, I did load both first and the third scene on the beginning to make sure the monsters are not falling down. It works fine if I run the game on the machine that has fast internet connection, but when I test it on the machine that has slow internet connection I kept getting the problem where the second and third scenes are not loaded properly.

I used LoadLevelAdditiveAsync function to load the scene and print out something when it is done. From the output log I found that the LoadLevelAdditiveAsync did successfully load both first and the third scene but on the game itself I still couldn’t see the other scene accept the first scene. So I assume the script try to load the third scene, but the data for the third scene is not fully downloaded so unity won’t render it properly. Is there any method that I can use to identify whether the terrain/scene data has been fully downloaded? So I can load the scene only after the unity web player finish downloading the scene data.

Any help would be appreciated, Thanks.

did you wait until the 3rd scene is present at all before loading?
Even if you use AdditiveAsync you are not meant to start it until the progress for that scene is 1.0 as incomplete + load = fuckup

The Application class has a function to check the current progress of download (also be aware that loading first and third scene with streamed webplayer is a bad idea, cause the webplayer will download scenes in their order in the build menu. if you need explicit control you must use asset bundles)

Thanks for the help dreamora… :smile: