Loading Screen

I read somewhere a loading screen shortens the made w/ unity icon, and my game is starting to get hefty for loading (over a second of black screen). So how do I make a loading screen? Is there a bytesLoaded and bytesTotal type variable setup in Unity? how do I make a level load before the rest of the levels

Create an empty level and make it the first to load. Add a script to the main camera which displays a GUI and starts loading the next (main) level.

file:///Applications/Unity/Documentation/Manual/Web%20Player%20Streaming.html
file:///Applications/Unity/Documentation/ScriptReference/Application.LoadLevel.html
file:///Applications/Unity/Documentation/ScriptReference/Application.GetStreamProgressForLevel.html

Only a second? The black loading screen for Widget Monkey stays up for about 5 seconds and the next scene is nothing more than a GUITexture. One second I’d kill for.

Same here, I seem to be getting much longer load times than some of the reports I’m reading here. Even apples-to-apples comparisons of the stock StarTrooper. Surely my iPod Touch isn’t substantially slower than everyone else’s iPods and iPhones? I’ve got to have something set wrong in my build prefs, but I have no idea what it could be.

I just thought to mention something that may be a clue… I’ve heard reports of the splash screen only showing for about 3 seconds before loading the game. In my tests (after an initial run right after build, which takes much longer), the splash screen shows for about 6 seconds. However, it spends the first 3 of those seconds filling the screen except for the status bar at the very top of the screen. After 3 seconds, that status bar gets covered so that he splash screen fills the entire screen. Then 3 more seconds later, my game loads (albeit not immediately).

Is this what other people are experiencing? I’m wondering if for some people, the part where the status bar shows is being skipped entirely?

Doesn’t seem to make any difference in my loading times. I set UIStatusBarHidden as true (checked) in my Info.plist manually but it doesn’t make any difference to load times that I can notice.

To stop the status bar all together you would add: UIStatusBarHidden = True in the xcode plist file.

EDIT: opps I see someone just posted this.

Well, I was just thinking that since it displays for half the time, which happens to correspond to the display lengths others have reported, that there might be a connection in the widely differing wait times we seem to be experiencing.

I’d like to hear from those who are getting the faster times to see if theirs does this status bar deal or not, just incase…

could be an ipod vs iphone difference. I could see the iphone being a little slower, as it most likely has more services running in the background.

I could see that too… but I’m using an iPod.

Same thing on my iPhone. 6 to 8 seconds to start.

Could it be the difference between Standard and Pro? I thought Standard had to display the ‘Made with Unity’ splash screen before actually showing the loading screen. And since the loading screen defaults to the same image, it could be easily confused for a longer load time.

On mine (standard license) it shows the Unity logo for about 4 seconds with the status bar, then the status bar disappears for another 5 seconds or so, and the game is loaded. I always assumed the first 4 second bit was the mandatory Unity splash screen, while the remaining 5 seconds was the loading screen I could replace.

The Unity screen is Default.png, which also happens to be what Xcode expects the name of the loading screen to be too.

→ the application get stream progress is not for the iphone/itouch. Or does this work for that?