Is there a way to show a progress bar to show up when loading from one scene to the next on the web player? I have one small intro scene and the a big scene to play. When I test them on the web it goes black when changing from the "light" scene to the "heavy"scene.
I don´t know if I followed the instructions correctly, but I created a separated loading scene as the manual suggested, checked the option for loading scene and didn´t work. It just goes black forever when tested online. When tested offline there´s no problem.
??
Comments
1- A title scene with a main menu and a new game button, following the instructions of the AC tutorials.
2- A big game scene of approx 60mb with a lot of NPC's, a big terrain and other features.
3- A loading scene with just a camera, a directional light and a texture positioned in front of the camera.
4- When the new game button is pressed an action list runs that turns off the menu and changes the scene to the big scene. But the use loading screen box is checked and the loading scene number placed.
Result: a black screen that goes forever when changing to the big scene.
I don´t know if I´m missing something or if this happens because is a bug?
I also tried placing an Application.LoadLevelAsync and Application.LoadLevelAdditiveAsync in the loading scene and specify the scene to load within those scripts and didn't work either?
Also, when you say you tested offline, did you mean in editor, or standalone?
With all the other hundreds of tests have been one with the streamed build from the desktop there´s no problem. The thing use to happen when tested in the server only. Because offline(streamed build) the loading screen did´t even appear.
Now I don´t have a clue what´s happening. Whenever a check in the loading scene in the settings and put the corresponding name or number there, the game just fades to black forever when changing from the title scene to the next.
The loading scene in this case is not an AC scene (but it was with the same results). It´s just a camera, a light and a sprite texture as the manual suggests. I really don't know what else could it be. Also tried with the CanStreamedLevelBeLoaded function and the Application.GetStreamProgressForLevel. But no positive results whatsoever. No matter the script or the variation, the game always stays in that black limbo forever when calling the loading scene.
When tested in editor this is what I get:
NullReferenceException: Object reference not set to an instance of an object
AC.SceneChanger.LoadLevel (System.String sceneName, Int32 sceneNumber, Boolean useLoadingScreen) (at Assets/AdventureCreator/Scripts/Game engine/SceneChanger.cs:105)
AC.SceneChanger.ChangeScene (System.String sceneName, Int32 sceneNumber, Boolean saveRoomData) (at Assets/AdventureCreator/Scripts/Game engine/SceneChanger.cs:68)
AC.ActionScene.ChangeScene () (at Assets/AdventureCreator/Scripts/Actions/ActionScene.cs:75)
AC.ActionScene.Run () (at Assets/AdventureCreator/Scripts/Actions/ActionScene.cs:44)
AC.ActionList+<RunAction>c__Iterator1.MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:206)
UnityEngine.MonoBehaviour:StartCoroutine(String, Object)
AC.ActionList:ProcessAction(Int32) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:172)
AC.ActionList:ProcessActionEnd(ActionEnd, Int32) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:313)
AC.ActionList:EndAction(Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:263)
AC.<RunAction>c__Iterator1:MoveNext() (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:242)
UnityEngine.MonoBehaviour:StartCoroutine(String, Object)
AC.ActionList:ProcessAction(Int32) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:172)
AC.ActionList:BeginActionList(Int32, Boolean) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:150)
AC.ActionList:Interact(Int32, Boolean) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:113)
AC.RuntimeActionList:DownloadActions(ActionListAsset, Conversation, Int32, Boolean, Boolean) (at Assets/AdventureCreator/Scripts/ActionList/RuntimeActionList.cs:76)
AC.AdvGame:RunActionListAsset(ActionListAsset, Conversation, Int32, Boolean, Boolean) (at Assets/AdventureCreator/Scripts/Static/AdvGame.cs:106)
AC.AdvGame:RunActionListAsset(ActionListAsset) (at Assets/AdventureCreator/Scripts/Static/AdvGame.cs:72)
AC.MenuButton:ProcessClick(Menu, Int32, MouseState) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/MenuButton.cs:413)
AC.PlayerMenus:CheckClick(Menu, MenuElement, Int32, MouseState) (at Assets/AdventureCreator/Scripts/Controls/PlayerMenus.cs:1252)
AC.PlayerMenus:CheckClicks(Menu) (at Assets/AdventureCreator/Scripts/Controls/PlayerMenus.cs:1065)
AC.PlayerMenus:UpdateAllMenus() (at Assets/AdventureCreator/Scripts/Controls/PlayerMenus.cs:1173)
AC.StateHandler:Update() (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:152)
I´ve tested loading small scenes taht have only a camera and a cube infront of it and the same problem persists. If test the streamed build offline by opening the HTML everything works fine. If I test the thing on a server using a web adress the scene goes black forever.
If I test any scene, no matter the size, by itself, works perfectly.