A floating point value representing the operation's current state of progress toward completion, where 1.0 represents completion. (Read Only)
The operation is finished when the progress value reaches 1.0, at which point AsyncOperation.isDone becomes true and the AsyncOperation.completed event is raised. If you set AsyncOperation.allowSceneActivation to false, progress is halted at 0.9 until it's set to true. This is useful for creating loading bars.
//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; } } }