I am trying to understand why does SceneManager.LoadSceneAsync progress always jumps from 0.0 to 0.9, no matter how big a scene can be.
To try trigger smoother progress
of the scene being loaded, I've tried the following:
Generate a large scene from an EditorWindow
, containing tens of thousands of objects referencing thousands of assets. Loading this scene didn't produce the intended behavior, rather, it ended up being exactly the same (jumps from 0.0 to 0.9) but with a huge lag at the end since there are many objects.
According this behavior, I am now considering that the supposed asynchronicity in SceneManager.LoadSceneAsync
is just about the loading of the scene file itself, not processing its content for being usable by Unity.
Is this correct?
An example on how to load a large scene and report its progress would be appreciated :)
LoadSceneAsync
is actually asynchronous there? I remember having this problem, but only in the editor. \$\endgroup\$