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Unity hangs if I add breakpoints before running

If I run my game with the debugger linked but with no breakpoints, everything is fine and I can introduce breakpoints during the running. If, however, I add the breakpoints before running the game...

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Resources.load vs LoadLevelAdditive which is faster

I am developing a game for iOS and am using Unity 3.5 (free) with iPhone basic. I am currently experiencing almost 3 minute loading times for my main scene. First off I know that my main scene is...

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Geometry not rendering after Application.LoadLevelAdditive

I have a scene (A) that acts as a pre-loader, displaying a title screen while the real scene (B) is loaded using Application.LoadLevelAsync. So A ===(Application.LoadLevelAsync)===> B Then in B, I...

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Scene Streaming(Bethesda Style, not an internet question)

In the Unreal Engine, there is a concept known as level streaming, where you enter a volume, and the scene behind you is unloaded, and the scene in front of you loads, creating a seamless transition...

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Objects unmovable after calling LoadLevelAdditive?

I'm not sure if this is a Unity bug or not. Has anyone seen this behavior before where I load objects with Application.LoadLevelAdditive and then can't change those objects' positions? Screenshot:...

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Load AssetBundle(scene object) after LoadLevel

Hi, all I made two AssetBundle files, one is scene and the other is scene's Object, like following fake code: BuildPipeline.PushAssetDependencies(); { // generate fbx(prefab) AssetBundle...

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Load Scene's Object Bundle After Scene(Level) has been Loaded

Hi, all I made two AssetBundle files, one is scene and the other is scene's Object, like following fake code: BuildPipeline.PushAssetDependencies(); { // generate fbx(prefab) AssetBundle...

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Memory leak with Streaming terrains

I've modified the streaming world example to Work with Unity free on Android basic. It basically uses loadLevelAdditive to load the maps that I've packed into the player, not as AssetBundles. When...

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Is it possible hide a complete scene or make it invisible? (Scripting)

Hi all, i'm new in Unity and programming but i do my very best :) atm i' m hard working on a game-project and i have a little problem with my menu (and google dont want to help me :D)... I'm using......

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LoadLevelAdditiveAsync + Lightmap index

Hi guys, I have 2 Levels. A level is a group of scene. A level is loaded using LoadLevelAdditiveAsync() for each scene in the level. When one level is completely loaded, I unload the previous level by...

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What is the state of GameObjects just after they have been loaded through a...

Hi, there is something I misunderstand about Application.LoadLevelAdditive(): If I try to get GameObjects loaded just after a call to this method located in a Start callback, GameObject.Find() returns...

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Game Level question, instantiate or loadlevel?

I am nearing the final stages of a game I have been working on for a while now and have a question to the veterans here who can point me to a choice of how to handle my levels... The game will have a...

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Loading a level while pausing the current one?

Hi everyone, So I have a MainScene where I want to interact with an object and load a CarScene and that works, but I am trying to make it so that when you load the CarScene and finish playing it then...

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Is there a way to load a specific GameObject from another scene?

For my design process I'd like to create each level in a separate scene. However each level relies on global objects (playmakergui, touchscript, other game engine stuff). If I want to see if it works I...

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GameObject.Find() in additively loaded scenes?

I load a scene at runtime additively with LoadLevelAdditiveAsync. Looks like if - from the level of first scene object - I were unable to access additively loaded scene objects - with use of:...

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Finding the root GameObjects in the scene ?

Hi all, I'm wondering what could be the fastest way to find all the root game objects in the scene ? I currently use the FindSceneObjectsOfType( typeof(GameObject) ) and then taking the root gameobject...

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Resource Limitation Safety for LoadLevelAdditive

Is there a way to check the total amount of device resources that will be used after a scene has been loaded with LoadLevelAdditive... to prevent crashing from that?

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does LoadLevelAdditive() call MonoBehaviour.OnLevelWasLoaded ?

Loadlevel does, but LoadLevelAdditive appears to not call MonoBehaviour.OnLevelWasLoaded?unity bug?

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LoadLevelAdditive destroy some textures

Hi everyone. I have a problem that I don't understand. I have 2 scenes and I load the second one with LoadLevelAdditive method (LoadLevelAdditive ("nameOfMyScene"). It's working great but some texture...

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Removing unused lightmaps after level unload

I'm building a large explorable area for a game I'm working on, and I've got small sub-level chunks that load in and out using LoadLevelAdditive and Destroy. But I noticed that when a chunk gets...

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