Pausing During Async Load?

Is it possible to pause the progress of loading a level and then resume it from that point? I’d like to try to slow down the process of loading a level so I don’t have lag in my loading screen.

Of course, searching through the web, there isnt a real solution to this but I figured I’d reach out to see if we can at least pause an async load to a scene and the resume.

That does not really make sense. Either having a load screen that is showing the progress or load it and then show the screen for some seconds. I guess you have some misunderstanding of what the usage of loading is and what you want to actually do?

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The reason I’m going for this is that when i load the level with loadlevelasync, the load screen freezes until the level is loaded, which is because it’s all happening in one frame right? So if I can pause the async and load into multiple frames instead of one, I would’ve assumed that it would help out the lag problem.

My problem is that the loadlevelasync doesn’t actually load the level in the background. I’m just trying to figure out how I can get around it to where my loading screen runs properly without lag or freezing.

Note: I should add I have a custom loading screen that has a scrolling background as you wait along with a loading icon. Fades in, loads and when it’s done, fades out to the loaded scene.

RTM:

//Note: The progress may look like it goes straight to 100% if your Scene doesn’t have a lot to load.

For your seamless loading experience I would recommend you have multiples of scenes running then switch (activate) to them when loaded. And also when necessary to switch.

eg:

LevelLoadingManagerSetup - (conductor) keep this scene loaded and set it up to handle the transitions to different scenes when needed.
MainMenu - your menu
GameScene - your game

Despite what almost everybody invariably states (I can only assume they haven’t actually tried it themselves), LoadLevelAsync will cause a long hitch when it loads a large scene, as all the assets are instantiated at once after the scene data has loaded tying up the main thread whilst doing so.

I talk about this problem and the solution I came up with for my case here https://discussions.unity.com/t/702431 page-2#post-6473339