scenemanager
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scenemanager [2021/02/21 16:52] – 73.95.178.156 | scenemanager [2025/01/15 04:35] (current) – external edit 127.0.0.1 | ||
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- | **When does scene loading happen?** Scene loading | + | ==== When does scene loading happen? |
+ | Scene loading | ||
Player Loop Phases: | Player Loop Phases: | ||
- | * Initialization | + | * __Initialization__ |
* Game Loop | * Game Loop | ||
* Early Update | * Early Update | ||
- | * `UpdatePreloading` | + | * __UpdatePreloading__ |
+ | * FixedUpdate | ||
* Update | * Update | ||
- | The Unity scene flushing pipeline works differently in the initialization phase of the player. | + | ===== The Scene Loading Queue ===== |
- | The scene loading queue is a pipeline, and only one AsyncOperation can progress at a time. The Engine simply " | + | The scene loading queue is a pipeline, and only one AsyncOperation can progress at a time. Calling '' |
+ | During the '' | ||
- | + | The scene loading pipeline only seems to execute a single operation, every other frame.< | |
- | (The scene load pipeline is fully flushed) I don't yet know how it handles unloads if they are in the pipeline then, so if we need this behaviour we should debug and see how it works. If scene unloads get flushed too, we'll need to add a bit of logic for it, in the same way LoadSceneAsync does. | + | |
- | + | ||
- | The scene loading pipeline only seems to load one scene, every other frame. | + | |
* Frame N+0: Scene1 | * Frame N+0: Scene1 | ||
- | * Frame N+1: ---- | + | * Frame N+1: --- |
* Frame N+2: Scene 2 | * Frame N+2: Scene 2 | ||
- | * Frame N+3: ---- | + | * Frame N+3: --- |
* Frame N+4: Scene 3 | * Frame N+4: Scene 3 | ||
- | During a scene load (ie. Awake) | + | ==== Initialization ==== |
- | During a scene unload | + | |
+ | The Engine fully " | ||
+ | |||
+ | **All** AsyncOperations that are queued during initialization are fully loaded during initialization. For example, if '' | ||
+ | |||
+ | Scene unloads are probably flushed if they are in the pipeline, too.< | ||
===== Build Pipeline ===== | ===== Build Pipeline ===== | ||
- | Scenes are built during standalone in the following way: ' | + | Scenes are built during standalone |
- The active scenes are closed. | - The active scenes are closed. | ||
- Each Scene in the BuildSettings is opened. At this point prefabs are still prefab instances. | - Each Scene in the BuildSettings is opened. At this point prefabs are still prefab instances. | ||
- | - EditorSceneManager.sceneOpened callback is called. | + | - '' |
- Prefabs in the scene are flattened (turned into normal game objects). | - Prefabs in the scene are flattened (turned into normal game objects). | ||
- [[IProcessScene]] and PostProcessScene callbacks are called. | - [[IProcessScene]] and PostProcessScene callbacks are called. | ||
- The final scene file is saved into the standalone build file. | - The final scene file is saved into the standalone build file. | ||
- | - Repeat for next scene | + | - Repeat for next scene. |
===== Sample Scene Load (Editor) ===== | ===== Sample Scene Load (Editor) ===== | ||
Line 50: | Line 55: | ||
* Prefabs.MergePrefabs (turning prefabs into gameobjects) happens before any other callback. (editor only) | * Prefabs.MergePrefabs (turning prefabs into gameobjects) happens before any other callback. (editor only) | ||
* Lightmapping is applied / loaded after Awake/ | * Lightmapping is applied / loaded after Awake/ | ||
- | * SceneManager.sceneLoaded happens after PostProcessScene; | + | * SceneManager.sceneLoaded happens after PostProcessScene. |
{{ : | {{ : | ||
- | {{tag> | + | ===== Scattered Notes ===== |
+ | * During a scene load (ie. Awake) the loading scene has '' | ||
+ | * During a scene unload (ie. Destroy) the unloading scene has '' | ||
+ | * '' | ||
+ | * When using '' | ||
+ | |||
+ | |||
+ | ---- | ||
===== API Notes: ===== | ===== API Notes: ===== | ||
=== SceneManager.sceneLoaded === | === SceneManager.sceneLoaded === | ||
- | * Called *after* the loaded Scene Awakes. | + | * Called |
scenemanager.1613926363.txt.gz · Last modified: 2025/01/15 04:35 (external edit)