I've tried several different ways to use it, and I'm not so much worried about being able to display the progress, I'm worried that it operates EXACTLY the same way as LoadLevel does. It blocks synchronously until it is finished.
Please note that I'm calling LoadLevelAsync from a gameobject marked 'do not destroy on load', and this behavior is being observed in the Editor version 4.5. I'm using Unity PRO.
I've tried calling it in the simplest fashion (as shown in a YouTube video where it works for him but not for me) by simply calling it directly, keeping a hold of the AsyncOperation returned and trying to Debug.Log() the progress.
Result: Everything is blocked until the level finishes loading.
I've tried starting a coroutine where the coroutine makes the LoadLevelAsync call and then 'return yield l_oAsyncOperation'
Result: Everything is blocked until the level finishes loading.
I've tried starting a coroutine where the coroutine makes the load call and then has a while ' AsyncOperation.isDone != true ' yield return null...
Result: Everything is blocked until the level finishes loading.
I'm not sure how I'm supposed to be using it, but I certainly expect the last version (the one with the while loop) to function.
The level takes about 10 seconds to load, during which time the gameobject does not get Update() or OnGUI() calls being triggered by the runtime.
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