//加载场景路径(从Assets开始,以.unity后缀名结束)sceneFullName ="Assets/Scenes/Main.unity"; LoadSceneParameters parameters =newLoadSceneParameters() { loadSceneMode = LoadSceneMode.Single,localPhysicsMode = LocalPhysicsMode.None }; AsyncOperation asyncOperation = UnityEditor.SceneManagement.EditorSceneMa...
public static AsyncOperation LoadSceneAsyncInPlayMode (string path, SceneManagement.LoadSceneParameters parameters); 参数 path 要加载的场景的路径。 parameters 要应用于加载的参数。请参阅 LoadSceneParameters。 返回 AsyncOperation 使用AsyncOperation 确定操作是否已完成。 描述 此方法允许在编辑器中的...
LoadSceneAsyncInPlayMode此方法允许在编辑器中的播放模式期间加载场景,而不需要将场景包含在 Build Settings 的场景列表中。 LoadSceneInPlayMode此方法允许在编辑器中的播放模式期间加载场景,而不需要将场景包含在 Build Settings 的场景列表中。 MarkAllScenesDirty将所有已加载场景标记为已修改。
场景切换到scene_home,SceneEventDefine.ChangeToHomeScene.SendEventMessage();//Boot.cs // 开始补丁更新流程 PatchOperation operation = new PatchOperation("DefaultPackage", EDefaultBuildPipeline.BuiltinBuildPipeline.ToString(), PlayMode); YooAssets.StartOperation(operation); //PatchOperation.cs public Patch...
LogWarning("ASYNC LOAD STARTED - " + "DO NOT EXIT PLAY MODE UNTIL SCENE LOADS... UNITY WILL CRASH"); loadGame = SceneManager.LoadSceneAsync(1,LoadSceneMode.Single); loadGame.allowSceneActivation = false;//setting the allowscene to false so that it won't show it immediately yield return...
When using SceneManager.LoadScene, the loading does not happen immediately, it completes in the next frame. This semi-asynchronous behavior can cause frame stuttering and can be confusing because load does not complete immediately. SceneManager.LoadSceneAsync(int sceneBuildIndex, SceneManagement.LoadSc...
SceneManager.LoadScene(int sceneBuildIndex, SceneManagement.LoadSceneMode mode = LoadSceneMode.Single); 同步加载场景,同步加载会有延迟一帧,大场景还会导致游戏卡顿,建议使用异步加载。官方说明如下: When using SceneManager.LoadScene, the loading does not happen immediately, it completes in the next frame...
Addressables.LoadSceneAsync 方法的其余参数对应于与 SceneManager.LoadSceneAsync 方法一起使用的参数: loadMode:是否将加载的场景添加到当前场景中,或者卸载并替换当前场景。 loadSceneParameters:包括loadMode和localPhysicsMode。在加载场景时使用它来指定是创建 2D 还是 3D 物理场景。 activateOnLoad:是否在完成加载后...
Play Mode Script: Use Asset Database(fastest):允许你在游戏流程中快速运行游戏。它直接通过Asset Database加载Asset ,这会在不需要分析器或assetBundle创建的情况下进行快速迭代。 Simulate Groups(advanced):在不创建assetBundles的情况下分析布局和依赖项的内容。asset 通过ResourceManager从assetDataBase加载,就假装它们...
Addressables.LoadSceneAsync uses the Unity Engine SceneManager.LoadSceneAsync method internally. API that affects the behaviour of SceneManager.LoadSceneAsync will most likely affect Addressables.LoadSceneAsync in the same way, for example Application.backgroundLoadingPriority. ...