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Table of Contents
SceneManager
When does scene loading happen? Scene loading and unloading happens at the start of the Update loop, within the EarlyUpdate
phase of the PlayerLoop, and once during the initialization of the player, before the first Update loop.
Player Loop Phases:
- Initialization (Scene Loading happens here)
- Game Loop
- Early Update
- `UpdatePreloading` (Scene Loading happens here)
- Update
The Scene Loading Queue
The scene loading queue is a pipeline, and only one AsyncOperation can progress at a time. Calling SceneManager.LoadSceneAsync
or SceneManager.UnloadSceneAsync
adds a new AsyncOperation onto the end of the queue.
During the UpdatePreloading
phase, Unity will execute the next operation in the scene loading queue.
The scene loading pipeline only seems to execute a single operation, every other frame. That is to say if you have 3 small scenes in the pipeline (Scene1, Scene2, Scene3), loading additively, the engine will load them at the following times:
- Frame N+0: Scene1
- Frame N+1: —-
- Frame N+2: Scene 2
- Frame N+3: —-
- Frame N+4: Scene 3
Initialization
The Engine simply “flushes” the scene loading queue during initialization.
The Unity scene flushing pipeline works differently in the initialization phase of the player. All AsyncOperations that are queued during initialization are fully loaded during initialization. For example, if SceneManager.LoadSceneAsync
is called in the Awake of the very first scene1), then the engine will fully load the new scene before starting the first Update.
(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.
During a scene load (ie. Awake) the loading scene has scene.isLoaded=false
.
During a scene unload (ie. Destroy) the unloading scene has scene.isLoaded=false
. 2)
Build Pipeline
Scenes are built during standalone in the following way: '
- The active scenes are closed.
- 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).
- IProcessScene and PostProcessScene callbacks are called.
- The final scene file is saved into the standalone build file.
- Repeat for next scene
Sample Scene Load (Editor)
Here is an example of a scene loading additively in the middle of a game, in the editor. Note that:
- Prefabs.MergePrefabs (turning prefabs into gameobjects) happens before any other callback. (editor only)
- Lightmapping is applied / loaded after Awake/OnEnable.
- SceneManager.sceneLoaded happens after PostProcessScene;
API Notes:
SceneManager.sceneLoaded
- Called *after* the loaded Scene Awakes.