Woo! We got picked for another Indiecade #screenshotsaturday showcase!
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Back from vacation! And back to working on streaming. I added a "loader" scene to the application which flashes our studio and game logos at you, while loading the first actual scenes (the menu and the first campaign mission) in the background. Instead of having to load the whole game, you now only need about 20% of it to start playing. Of course, if you jump straight to one of the later campaign missions, or a skirmish game, you'll still have to wait until that content has been downloaded. But as mentioned, blobbies! Unity3d note: one thing I discovered while adding a progress indicator to the loading screen: Application.GetStreamProgressForLevel() actually takes all the level's resources into account, including stuff that's been downloaded because it is in earlier scenes. The documentation doesn't say, and I assumed it would return zero if the level hadn't started loading yet, so I was summing up the progress of all levels up to and including the one I was loading. Took a while to figure out that was why I was getting values over 100% even though it wasn't done loading yet. Turns out you get to a point where, for example, every level is about 50% loaded, so if you sum those... Moving on! The new build has just gone live, so now you'll be able to jump into the game a bit faster, I hope. Enjoy!
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AuthorWe're Michiel and Willem. Hi! Archives
June 2017
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