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Unity Engine


LoadSceneAsync(ContentNamespace, string, string, ContentSceneParameters, NativeArray<ContentFile>, JobHandle)

Loads a scene serialized file asynchronously from disk.
Read time 2 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: Unity.Loading
  • Assembly: UnityEngine.ContentLoadModule
public static ContentSceneFile LoadSceneAsync(ContentNamespace nameSpace, string filename, string sceneName, ContentSceneParameters sceneParams, NativeArray<ContentFile> dependencies, JobHandle dependentFence = default)

Parameters

The ContentNamespace used to filter the results.

filename

Path of the file on disk.

sceneName

The name that will be applied to the scene.

Struct that collects the various parameters into a single place.

List of the ContentFiles that will be referenced by the file being loaded. The ordering must match the ordering returned from the build process. ContentFile.GlobalTableDependency can be used to indicate that the PersistentManager should be used to resolve references. This allows references to files such as "unity default resources".

dependentFence

The load will not begin until this JobHandle completes.

Returns

Type

Description

ContentSceneFileHandle to access the results of the load process.

Remarks

This is a low-level API. To load a scene from content built with BuildPipeline.BuildContentDirectory, use a LoadableSceneId with SceneManager.LoadSceneAsync instead.

Examples

using System.Collections;using Unity.Collections;using Unity.Content;using Unity.Loading;using UnityEngine;using UnityEngine.SceneManagement;namespace BuildDocExamples{ public class ContentLoadInterface_LoadSceneAsyncExample : MonoBehaviour { public IEnumerator Start() { NativeArray<ContentFile> empty = new NativeArray<ContentFile>(); ContentFile depFileHandle = ContentLoadInterface.LoadContentFileAsync(ContentNamespace.Default, "path/to/depfile", empty); var sceneParams = new ContentSceneParameters(); sceneParams.loadSceneMode = LoadSceneMode.Additive; sceneParams.localPhysicsMode = LocalPhysicsMode.None; sceneParams.autoIntegrate = false; NativeArray<ContentFile> files = new NativeArray<ContentFile>(1, Allocator.Temp, NativeArrayOptions.ClearMemory); files[0] = depFileHandle; ContentSceneFile op = ContentLoadInterface.LoadSceneAsync(ContentNamespace.Default, "path/to/scene", "TestScene", sceneParams, files); files.Dispose(); // wait until the async loading process completes while (op.Status == SceneLoadingStatus.InProgress) yield return null; op.IntegrateAtEndOfFrame(); // wait one frame yield return null; // scene is now loaded and integrated ... // unload scene op.UnloadAtEndOfFrame(); yield return null; ContentFileUnloadHandle unloadHandleDep = depFileHandle.UnloadAsync(); while (!unloadHandleDep.IsCompleted) yield return null; } }}