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. |
ContentSceneFile Handle to access the results of the load process.
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; } }