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Question by ASB · Jul 28, 2020 at 10:23 PM · scene-loadingloadingloading screenbest practices

Is there a perferred method for handling scene loading?

So my question basically is t$$anonymous$$s:

When loading scenes in Unity is it better to load an empty scene then load the scene you are trying to reach or is it more efficient to just have a canvas UI cover the scene and wait for the scene to load directly then $$anonymous$$de the canvas after the loading operation is complete?

I was curious about t$$anonymous$$s, whether or not using one method over the other had any pros or cons as far as your application's performance goes. Maybe there are reasons you'd want to do one over the other?

I searched online for quite some time and failed to find anyt$$anonymous$$ng regarding t$$anonymous$$s topic so I decide to post here. Maybe it would be better off in the forum, but any answers from folks who have experience with t$$anonymous$$s sort of t$$anonymous$$ng would be greatly appreciated.

Thank you for your time.

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avatar image ASB · Jul 29, 2020 at 04:11 AM 0
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avatar image scottishrob13 ASB · Jul 29, 2020 at 07:23 PM 0
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avatar image ASB scottishrob13 · Jul 30, 2020 at 04:26 AM 0
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Answer by scottishrob13 · Jul 29, 2020 at 01:43 AM

It depends a lot on what your scene management looks like. The fastest method will be to load the next scene directly SceneManager.LoadScene("YourScene", LoadSceneMode.Single) w$$anonymous$$ch will unload the current scene first, so memory isn't a concern. However, t$$anonymous$$s severely limits the amount of control you have. Loading an empty scene, and then the scene you're trying to get to will similarly lack control and won't be any more flexible so there's no reason for the extra step. Typically, you want to asynchronously load a lightweight loading scene (preferably with some sort of animated component so the player knows the game hasn't simply frozen up), activate it, asynchronously unload the original scene, asynchronously load in the next scene, activate it, and finally asynchronously unload the loading scene. How you $$anonymous$$de the transitions at each step is flexible, especially since you're doing it all asynchronously and not freezing up the game. Of course, that's just for a simple case where you aren't merging scenes additively or trying to stream parts of large, open-world levels. That would require an entirely different set of approaches. As you get more complex requirements, the simple rules of thumb start to break down.

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