• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by YoYoooooooo · Nov 27, 2013 at 04:30 PM · scene-loadingmemoryresources.loadapplication.loadlevel

Where do Application.LoadLevel() and Resources.Load() load from?

Hi Unity community. I am starting to work with Unity and I can't find a clear answer to this question. Does Application.Loadlevel() load a scene from a file on the hard drive to RAM or is it loaded at startup and then LoadLevel only sort of activates it. I am wondering because in my tests loading is very fast. But given we have to manually destroy objects afterwards, I would tend to the HDD to RAM loading. Same question with Resources.Load(): load from file to RAM or already present in RAM?

Thanks for your answers.

YoYoooooooo

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
Best Answer

Answer by Subhajit-Nath · Nov 27, 2013 at 04:49 PM

Application.LoadLevel() will load a level that is added in the build settings (shift + ctrl + B). Yes, leves are saved on HDD. This method starts loading the specified level to memory and freezes the player until the level loading is complete. For huge scenes, you may consider using Application.LoadLevelAsync().

Resources.Load() will load the specified resource to memory from any folder named "Resources" inside your Assets folder in your HDD.

Comment

People who like this

0 Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image YoYoooooooo · Nov 28, 2013 at 05:33 PM 0
Share

thanks for the answer.

avatar image Subhajit-Nath · Nov 28, 2013 at 05:50 PM 0
Share

Always happy to help.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Not clear how Application.LoadLevel works 0 Answers

How to async load new Scene and Resources simultaneously? 3 Answers

,I want to save the execution result. 0 Answers

Can I load textures at runtime with a smaller memory footprint? 1 Answer

Do I need to manually call Resources.UnloadUnusedAssets? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges