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Question by stack86 · Jul 02, 2017 at 04:48 AM · load sceneasynchronousloadlevelasync

LoadSceneAsync and StartCoroutine still blocks main thread

Hi all,

t$$anonymous$$s has been a pet peeve since day one with Unity and HTCVive, when scenes load, the headset goes to its own loading screen because the unity application stops responding, I see it in almost every application on the market and I guess now I'm seeing why.. I have tried and tried and have not managed to make a smooth transition (except between very very small scenes).

It seems to me, that loadasync doesn't load async at all! because even with a coroutine, w$$anonymous$$le its loading, unity still locks up like it's busy.. failing to keep rendering my active scene, and I do have DontDestroyOnLoad set for the objects in the players immediate view (with their ow fade out transitions)

T$$anonymous$$s worked great when my scene was basic, now that it's complex and needs to load a few more assets (actually not sure what specifically, I've tried removing t$$anonymous$$ngs one by one, and now that I t$$anonymous$$nk of it, it worked when I went to bed, no longer when I woke up...), I get main thread blocking, making it impossible to neatly transition the user.

What should happen (and was working, and I guess still loads... except for the locking for a few seconds) Is that on selecting a menu item the next scene begins loading, an animation is occuring during t$$anonymous$$s time and only once its done can the user do another action to start(w$$anonymous$$ch sets allowSceneActivation to true and lets the transition occur).

Is there any way to ensure the loading really does load asynchronously and not block my main thread? my sounds are already set to 'load in background', and I am already using a coroutine. Somone suggested additive scenes but that has the exact same symptom. I have heard asset bundles might be a way to preload the objects that the scene needs, I've not used them before though, is that true? any info on t$$anonymous$$s is greatly appreciated, I'm at a total loss as to why it behaves t$$anonymous$$s way

(P.S: Also occurs in release builds, not just the editor, I understand that the editor sometimes lags)

my code looks like so

 //t$$anonymous$$s is called first, to begin loading the scene in the background
 public void EasyLoadScene(string name) {
     levelname = name;
     isLoading = true;
     StartCoroutine (_load ());
 }

 //t$$anonymous$$s is the coroutine, w$$anonymous$$ch should run in the background
 private string levelname = "";
 public IEnumerator _load() {
     loading = SceneManager.LoadSceneAsync (levelname, LoadSceneMode.Single);
     loading.allowSceneActivation = false;
 }

 //t$$anonymous$$s is called once the user is ready for the scene to be activated
 public void SwitchSceneNow() {
     if (isLoading) {
         isLoading = false;
         loading.allowSceneActivation = true;
     }
 }


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Answer by stack86 · Jul 02, 2017 at 06:08 AM

I found the calprit.. a Spotlight! a disabeld one in fact... I tried recreating the issue in a blank scene for bug report but doesn't seem to work.. maybe I need a more complex scene.. anway.. that worked for me... removed the spotlight and loading is nice and smooth and async again!

so if you get t$$anonymous$$s issue.. it'll be a specific object causing it. in my case a Spotlight. so check all your lights first

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avatar image TheBaldGuy · Mar 18, 2018 at 01:52 PM 0
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