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Scene Loading: Extremely RAM usage and Long Scene Loading Time (4mins).

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Hi guys, I am almost done with my project, but I am running into a major snag. When I try to use SceneManager.LoadSceneAsync("stageName") from an almost "EMPTY" (one script) game scene, it takes a Ridiculous amount of time and RAM to load one of my game scenes. This doesn't happen when I just load stages via the editor, it has a quick load time and no excessive RAM use. I don't have a lot going on in them. I just use a Master Script Obj that holds all my scripts (Game Manager, Music Manager, and Special Modes) to find and reference all the UI objects and components so I don't have to manually place them in (I have 90+ stages). I have MP3 and Wav audio, but I made sure I placed them in the Resources folder and ensured that changed the option from Decompress on load to Streaming and Vorbis Compression. I have tried flushing the memory with an empty game scene but that doesn't work either. I am stuck guys... Below is a "small" example of my GameManager script. using UnityEngine; using System.Collections; using System.Diagnostics; using UnityEngine.UI; using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { private ButtonScript buttonScript; private EnemySpawnManager spawnManager; private SlowMotion sloMo; private GameObject camParentObj; public Button vibrateButton; private Camera theCamera; public int selectedBoss; public int enemyCounter; public int startingEnemyCount; private int pauseChkNum; //if 0 pause is off. if 1 pause is on. private int theChosenView; private int togglechkNum; private float[] viewSizes = new float[3]; private float[] cameraViewYPos = new float[3]; //used to adjust screen upon changing camera view. private float fxVal; private float musicVal; public Image pauseMenu; public Text enemynumTxtBox; public Button[] viewButtons; public GameObject SettingsMenu; public GameObject PauseCanvas; public GameObject[] onOffText; public AudioSource theMusicAudioComponent; public AudioSource soundFxPlayer; //private BossBehaviorScript BBS; private bool _settingsIsActive; public bool _startBossSpawnMinions = false; //used to keep track of when to to start the boss moving again. public bool _ispaused = false; void Start(){ //Stopwatch sw = new Stopwatch(); //sw.Start(); onOffText = new GameObject[2]; onOffText[0] = GameObject.FindGameObjectWithTag("ONTXT"); onOffText[1] = GameObject.FindGameObjectWithTag("OFFTXT"); vibrateButton = GameObject.FindGameObjectWithTag("VibrateToggleButton").GetComponent

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