Version: 2023.2
public static Unity.Loading.ContentSceneFile LoadSceneAsync (Unity.Content.ContentNamespace nameSpace, string filename, string sceneName, Unity.Loading.ContentSceneParameters sceneParams, NativeArray<ContentFile> dependencies, Unity.Jobs.JobHandle dependentFence);

参数

dependencies List of the ContentFiles that will be referenced by the file being loaded. The ordering must match the ordering returned from the build process. ContentFile.GlobalTableDependency can be used to indicate that the PersistentManager should be used to resolve references. This allows references to files such as "unity default resources".
nameSpace The ContentNamespace used to filter the results.
filename 文件在磁盘上的路径。
sceneName The name that will be applied to the scene.
sceneParams Struct that collects the various parameters into a single place.
dependentFence The load will not begin until this JobHandle completes.

返回

ContentSceneFile Handle to access the results of the load process.

描述

Loads a scene serialized file asynchronously from disk.

using System.Collections;
using Unity.Collections;
using Unity.Content;
using Unity.Loading;
using UnityEngine;
using UnityEngine.SceneManagement;

public class SampleBehaviour : MonoBehaviour { public IEnumerator Start() { NativeArray<ContentFile> empty = new NativeArray<ContentFile>(); ContentFile depFileHandle = ContentLoadInterface.LoadContentFileAsync(ContentNamespace.Default, "path/to/depfile", empty);

var sceneParams = new ContentSceneParameters(); sceneParams.loadSceneMode = LoadSceneMode.Additive; sceneParams.localPhysicsMode = LocalPhysicsMode.None; sceneParams.autoIntegrate = false;

NativeArray<ContentFile> files = new NativeArray<ContentFile>(1, Allocator.Temp, NativeArrayOptions.ClearMemory); files[0] = depFileHandle; ContentSceneFile op = ContentLoadInterface.LoadSceneAsync(ContentNamespace.Default, "path/to/scene", "TestScene", sceneParams, files); files.Dispose();

// wait until the async loading process completes while (op.Status == SceneLoadingStatus.InProgress) yield return null;

op.IntegrateAtEndOfFrame();

// wait one frame yield return null;

// scene is now loaded and integrated ...

// unload scene op.UnloadAtEndOfFrame(); yield return null;

ContentFileUnloadHandle unloadHandleDep = depFileHandle.UnloadAsync();

while (!unloadHandleDep.IsCompleted) yield return null; } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961