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c#unity-game-engineasynchronoussceneeasyar

Cant load EasyAr scene by LoadSceneAsync


I trying to load scene with EasyAR asynchronously by script b. But its doesnt work.

SceneManager.LoadSceneAsync("Scene_name")

It works if I try to load scene using

SceneManager.LoadScene("Scene_name")

The question is: Is there any way to load it async?

Working with c#.
Test on Android device.
Unity 2018.3.12f
Easy AR ver. 3.0


Thanks!

New code update:

  private void WallSceneLoader()
    {
        _loaderGameObject.SetActive(true);
        var asyncScene = SceneManager.LoadSceneAsync(Constants.Scenes.AR_SCENE);
        asyncScene.allowSceneActivation = false;

        while (asyncScene.progress < 0.9f)
        {
            var progress = Mathf.Clamp01(asyncScene.progress / 0.9f);
            _loaderBar.value = progress;
        }

        Debug.Log("asyncScene.isDone = true");
        asyncScene.allowSceneActivation = true;}

The _loader.gameObject its just slider with progression bar.


Solution

  • By using this while loop in a "normal" method you block the thread anyway so you loose the entire advantage of async here.


    What you rather want to do is use it in a Coroutine like it is actually also shown in the example for SceneManager.LoadSceneAsync

    private IEnumerator WallSceneLoader()
    {
        _loaderGameObject.SetActive(true);
        var asyncScene = SceneManager.LoadSceneAsync(Constants.Scenes.AR_SCENE);
        asyncScene.allowSceneActivation = false;
    
        while (asyncScene.progress < 0.9f)
        {
            var progress = Mathf.Clamp01(asyncScene.progress / 0.9f);
            _loaderBar.value = progress;
    
            // tells Unity to pause the routine here
            // render the frame and continue from here in the next frame
            yield return null;
        }
    
        Debug.Log("asyncScene.isDone = true");
        asyncScene.allowSceneActivation = true;
    }
    

    And then use StartCoroutine where you want to call it

    StartCoroutine(WalSceneLoader());