U3 Black between scenes

Hey,

So I notice that Unity seems to drop between scenes, thus removing our chances of seamless transitions…

Thoughts? Musings? Ways to avoid this behavior?

The only way to avoid it is to load in the new one additive and destroying the old ones “root object”

if you use loadlevel its expected to kill all the stuff before loading the new one, at least if you don’t want the app to crash on every second scene transition :wink:

Or are you talking about an explicit screen blacking step added (not last frame remains - first frame of new scene overwrites)

Yeah I was quite a fan of the old frame remaining, because it eased the process of having an identical image open on the other side, then it fading out (so it appears quite smooth and seamless).

Now though, that load just draws a black frame… And it’s even caught me off guard thinking it had crashed once or twice (on a 2nd gen, mind you).

need to check that, that would be a pretty unhappy step back out of my view cause the locking aspect of the loading could basically only be overcome through this unless you push in another view through objc

how about using a loading screen and mark it not to delete on load, then delete the loading screen after 1 sec or so. I used it and it’s work very well.

I have also noticed the black transition, and it lasts much longer than the pause in 1.7.

I’m hoping this will be sorted by a future beta release, but as I’m nearing the end of a project, I’m considering reorganising everything so that I have only 2 scenes. A simple first scene for fast loading, then have my menu and game scenes combined.

The only other option I see would be to fade out to black, load the new scene, then have a fade in from black in the new scene.

I can confirm this. I’m using a loading screen between scenes and this black frame destroys the seamless loading effect I got with Unity 1.7.

so now did anyone report this as a bug?

I am trying to reproduce a black frame, but with no luck.

Please file a bugreport and we’ll fix it with the next beta.

Thanks,
Oleg

even with the slowest device like iPod 1st gen I cannot notice a black frame between the level and the splash. Again, please help us reproduce the issue.

Was this issue dealt with for Beta 5? I’m no longer able to replicate it (but everyone in the office recalls me whinging about it explicitly a while ago).

I noticed that previous versions until Beta4 actually loaded everything asynchronously even though I used the normal LoadLevel() method.

This does not seem to be the case with Beta5 anymore, but it still works differently from iPhone 1.7 version - my loading screens are all messed up because for some reason they display the previous frame contents (so looks like Beta5 is missing an update - draw cycle right before LoadLevel() or something).

I haven’t spent too much time investigating this now because I’ve suspected it’s still a beta issue. If it doesn’t go back to the way it was in 1.7 I’ll have to modify my loader a bit, I guess.

br,
Sami

well, then it sounds like fixed. Thanks for verifying.

ookoohko, please ensure that the first level in your project has the main camera.