Preloading is one of the best ways which reduce user’s stress easily.
So, I created the loading.cs for preloading.
If you don’t need animation system, please get rid of below part,
Update(){——-}
Script
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Loading : MonoBehaviour
{
  private AsyncOperation async;
  public Text loadingText;
  public float waitSec = 5.0f;
  public float cycle=0.8f;
  float time=0;
  void Start()
  {
    StartCoroutine("LoadData");
  }
    private void Update()
    {
    time += Time.deltaTime;
        if(time <= (cycle/5f))
      loadingText.text = "Now loading";
    else if (time <= (cycle * 2 / 5f))
      loadingText.text = "Now loading.";
    else if (time <= (cycle * 3 / 5f))
      loadingText.text = "Now loading..";
    else if (time <= (cycle * 4 / 5f))
      loadingText.text = "Now loading...";
    else if (time <= cycle)
        {
      time = 0;
        }
  }
    IEnumerator LoadData()
  {
    // Start loading scene
    async = SceneManager.LoadSceneAsync("MainScene");
    // Dont activate changing scene when the load finished.
    async.allowSceneActivation = false;
    while (async.progress<0.9f)
    {
      yield return null;
    }
    //change scene after wait some seconds
    yield return new WaitForSeconds(waitSec);
    async.allowSceneActivation = true;
  }
}
Postscript
BTW, be careful about “AsyncOperation”
In this script, preloading work 
while (async.progress<0.9f)
but didn't work
while (!asny.isDone)
It's because when you define async.allowSceneActivation = false;
at first,
async.isDone always return false
and
async.progress couldn’t reach 1.0 but 0.9
the max state will be 0.9.
Best regards.
I write this post to improve my English skill. Don’t mind some spelling mistake.
 
 
              
 
    
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