Version: 2022.3
LanguageEnglish
  • C#

ContentLoadInterface.LoadSceneAsync

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Declaration

public static Unity.Loading.ContentSceneFile LoadSceneAsync(Unity.Content.ContentNamespace nameSpace, string filename, string sceneName, Unity.Loading.ContentSceneParameters sceneParams, NativeArray<ContentFile> dependencies, Unity.Jobs.JobHandle dependentFence);

Parameters

dependencies List of the ContentFiles that will be referenced by the file being loaded. The ordering must match the ordering returned from the build process. ContentFile.GlobalTableDependency can be used to indicate that the PersistentManager should be used to resolve references. This allows references to files such as "unity default resources".
nameSpace The ContentNamespace used to filter the results.
filename Path of the file on disk.
sceneName The name that will be applied to the scene.
sceneParams Struct that collects the various parameters into a single place.
dependentFence The load will not begin until this JobHandle completes.

Returns

ContentSceneFile Handle to access the results of the load process.

Description

Loads a scene serialized file asynchronously from disk.

using System.Collections;
using Unity.Collections;
using Unity.Content;
using Unity.Loading;
using UnityEngine;
using UnityEngine.SceneManagement;

public class SampleBehaviour : MonoBehaviour { public IEnumerator Start() { NativeArray<ContentFile> empty = new NativeArray<ContentFile>(); ContentFile depFileHandle = ContentLoadInterface.LoadContentFileAsync(ContentNamespace.Default, "path/to/depfile", empty);

var sceneParams = new ContentSceneParameters(); sceneParams.loadSceneMode = LoadSceneMode.Additive; sceneParams.localPhysicsMode = LocalPhysicsMode.None; sceneParams.autoIntegrate = false;

NativeArray<ContentFile> files = new NativeArray<ContentFile>(1, Allocator.Temp, NativeArrayOptions.ClearMemory); files[0] = depFileHandle; ContentSceneFile op = ContentLoadInterface.LoadSceneAsync(ContentNamespace.Default, "path/to/scene", "TestScene", sceneParams, files); files.Dispose();

// wait until the async loading process completes while (op.Status == SceneLoadingStatus.InProgress) yield return null;

op.IntegrateAtEndOfFrame();

// wait one frame yield return null;

// scene is now loaded and integrated ...

// unload scene op.UnloadAtEndOfFrame(); yield return null;

ContentFileUnloadHandle unloadHandleDep = depFileHandle.UnloadAsync();

while (!unloadHandleDep.IsCompleted) yield return null; } }