Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AsyncOperation.allowSceneActivation

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var allowSceneActivation: bool;
public bool allowSceneActivation;

Description

Allow scenes to be activated as soon as it is ready.

When used in combination with LoadLevelAsync & LoadLevelAdditiveAsync it allows you to delay the actual activation of the scene. (And unloading of the previous scene).

When allowSceneActivation is set to false then progress is stopped at 0.9. The isDone is then maintained at false. When allowSceneActivation is set to true isDone can complete. While isDone is false, the AsyncOperation queue is stalled. For example, if a LoadSceneAsync.allowSceneActivation is set to false, and another AsyncOperation (e.g. SceneManager.UnloadSceneAsync ) is initialized, the last operation will not be called before the first allowSceneActivation is set to true.

no example available in JavaScript
//This script lets you load a Scene asynchronously. It uses an asyncOperation to calculate the progress and outputs the current progress to Text (could also be used to make progress bars).

//Attach this script to a GameObject //Create a Button (Create>UI>Button) and a Text GameObject (Create>UI>Text) and attach them both to the Inspector of your GameObject //In Play Mode, press your Button to load the Scene, and the Text changes depending on progress. Press the space key to activate the Scene. //Note: The progress may look like it goes straight to 100% if your Scene doesn’t have a lot to load.

using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI;

public class AsyncOperationProgressExample : MonoBehaviour { public Text m_Text; public Button m_Button;

void Start() { //Call the LoadButton() function when the user clicks this Button m_Button.onClick.AddListener(LoadButton); }

void LoadButton() { //Start loading the Scene asynchronously and output the progress bar StartCoroutine(LoadScene()); }

IEnumerator LoadScene() { yield return null;

//Begin to load the Scene you specify AsyncOperation asyncOperation = SceneManager.LoadSceneAsync("Scene3"); //Don't let the Scene activate until you allow it to asyncOperation.allowSceneActivation = false; Debug.Log("Pro :" + asyncOperation.progress); //When the load is still in progress, output the Text and progress bar while (!asyncOperation.isDone) { //Output the current progress m_Text.text = "Loading progress: " + (asyncOperation.progress * 100) + "%";

// Check if the load has finished if (asyncOperation.progress >= 0.9f) { //Change the Text to show the Scene is ready m_Text.text = "Press the space bar to continue"; //Wait to you press the space key to activate the Scene if (Input.GetKeyDown(KeyCode.Space)) //Activate the Scene asyncOperation.allowSceneActivation = true; }

yield return null; } } }

Did you find this page useful? Please give it a rating: