├── .gitignore
├── Assets
├── Resources.meta
├── Resources
│ ├── SceneLoaderData.asset
│ └── SceneLoaderData.asset.meta
├── SceneLoader.meta
└── SceneLoader
│ ├── Example.meta
│ ├── Example
│ ├── Circle.png
│ ├── Circle.png.meta
│ ├── ExampleSceneAdditive.unity
│ ├── ExampleSceneAdditive.unity.meta
│ ├── ExampleSceneLoader.cs
│ ├── ExampleSceneLoader.cs.meta
│ ├── ExampleSceneOne.unity
│ ├── ExampleSceneOne.unity.meta
│ ├── ExampleSceneTwo.unity
│ ├── ExampleSceneTwo.unity.meta
│ ├── FlatBlue.mat
│ ├── FlatBlue.mat.meta
│ ├── FlatGreen.mat
│ ├── FlatGreen.mat.meta
│ ├── FlatRed.mat
│ ├── FlatRed.mat.meta
│ ├── LoadingCanvas.prefab
│ ├── LoadingCanvas.prefab.meta
│ ├── LoadingSpinner.cs
│ ├── LoadingSpinner.cs.meta
│ ├── SceneLoaderManager.prefab
│ ├── SceneLoaderManager.prefab.meta
│ ├── pixel.png
│ └── pixel.png.meta
│ ├── SceneLoaderManager.cs
│ ├── SceneLoaderManager.cs.meta
│ ├── SceneLoaderUI.cs
│ └── SceneLoaderUI.cs.meta
├── LICENSE
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 | /[Pp]ackages/
13 | /[Pp]rojectSettings/
14 | /[Uu]serSettings/
15 |
16 | # Asset meta data should only be ignored when the corresponding asset is also ignored
17 | !/[Aa]ssets/**/*.meta
18 |
19 | # Uncomment this line if you wish to ignore the asset store tools plugin
20 | # /[Aa]ssets/AssetStoreTools*
21 |
22 | # DOTween shouldn't be included in this repo
23 | /[Aa]ssets/Plugins/Demigiant/
24 | /[Aa]ssets/Plugins/Demigiant.meta
25 | /[Aa]ssets/Resources/DOTweenSettings.asset
26 | /[Aa]ssets/Resources/DOTweenSettings.asset.meta
27 |
28 | # Autogenerated Jetbrains Rider plugin
29 | [Aa]ssets/Plugins/Editor/JetBrains*
30 |
31 | # Visual Studio cache directory
32 | .vs/
33 |
34 | # Gradle cache directory
35 | .gradle/
36 |
37 | # Autogenerated VS/MD/Consulo solution and project files
38 | ExportedObj/
39 | .consulo/
40 | *.csproj
41 | *.unityproj
42 | *.sln
43 | *.vsconfig
44 | *.suo
45 | *.tmp
46 | *.user
47 | *.userprefs
48 | *.pidb
49 | *.booproj
50 | *.svd
51 | *.pdb
52 | *.mdb
53 | *.opendb
54 | *.VC.db
55 |
56 | # Unity3D generated meta files
57 | *.pidb.meta
58 | *.pdb.meta
59 | *.mdb.meta
60 |
61 | # Unity3D generated file on crash reports
62 | sysinfo.txt
63 |
64 | # Builds
65 | *.apk
66 | *.unitypackage
67 |
68 | # Crashlytics generated file
69 | crashlytics-build.properties
70 |
71 |
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/Assets/SceneLoader/Example/ExampleSceneLoader.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ExampleSceneLoader : MonoBehaviour
6 | {
7 | public void LoadScene(string sceneName)
8 | {
9 | SceneLoaderManager.LoadScene(sceneName, false, () => { Debug.Log("Loading Complete"); });
10 | }
11 |
12 | public void LoadMultiScenes()
13 | {
14 | SceneLoaderManager.LoadScenes(new string[] { "ExampleSceneTwo", "ExampleSceneAdditive" }, false, () => { Debug.Log("Loading Complete"); });
15 | }
16 | }
17 |
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/Assets/SceneLoader/Example/LoadingSpinner.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class LoadingSpinner : MonoBehaviour
6 | {
7 | public float speed = -360;
8 |
9 | // Update is called once per frame
10 | void Update()
11 | {
12 | transform.Rotate(0, 0, speed * Time.deltaTime);
13 | }
14 | }
15 |
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/Assets/SceneLoader/SceneLoaderManager.cs:
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1 | using System;
2 | using System.Collections;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class SceneLoaderManager : MonoBehaviour
7 | {
8 | #region Static Stuff
9 |
10 | public static SceneLoaderManager Instance { get; private set; }
11 |
12 | public static event Action OnStartLoad;
13 | public static event Action OnLoaded;
14 |
15 | ///
16 | /// Use StartCoroutine() to start the AsyncOperation, which will immediately call the callback the frame
17 | /// the Scene has completed its loading.
18 | ///
19 | ///
20 | ///
21 | ///
22 | ///
23 | public static IEnumerator SimpleCallbackLoad(string sceneName, bool isAdditive, Action callback)
24 | {
25 | if (!SceneManager.GetSceneByName(sceneName).IsValid())
26 | {
27 | Debug.LogWarning($"Scene name {sceneName} provided for SimpleLoad does not reflect any valid scenes in build");
28 | yield break;
29 | }
30 |
31 | yield return SceneManager.LoadSceneAsync(sceneName, isAdditive ? LoadSceneMode.Additive : LoadSceneMode.Single);
32 |
33 | callback?.Invoke();
34 | }
35 |
36 | ///
37 | /// Use StartCoroutine() to start the AsyncOperation, which will immediately call the callback the frame
38 | /// the Scene has finished unloading.
39 | ///
40 | ///
41 | ///
42 | ///
43 | public static IEnumerator SimpleCallbackUnLoad(string sceneName, Action callback)
44 | {
45 | if (!SceneManager.GetSceneByName(sceneName).IsValid())
46 | {
47 | Debug.LogWarning($"Scene name {sceneName} provided for SimpleUnLoad does not reflect any valid scenes in build");
48 | yield break;
49 | }
50 |
51 | // Safety measure so it is never attempted to unload a scene the same frame it has been loaded
52 | yield return null;
53 |
54 | yield return SceneManager.UnloadSceneAsync(sceneName, UnloadSceneOptions.UnloadAllEmbeddedSceneObjects);
55 |
56 | callback?.Invoke();
57 | }
58 |
59 | ///
60 | /// Loads the given scene with a loading screen. Ensure the
61 | /// SceneLoaderData in resources has a valid loading screen prefab.
62 | ///
63 | /// String name of the scene
64 | /// Whether to load this new scene additively
65 | /// Will be called when everything is done loading
66 | public static void LoadScene(string sceneName, bool isAdditive = false, Action onLoadedCallback = null)
67 | {
68 | LoadScenes(new string[] { sceneName }, isAdditive, onLoadedCallback);
69 | }
70 |
71 | ///
72 | /// Loads the given scenes with a loading screen. Ensure the
73 | /// SceneLoaderData in resources has a valid loading screen prefab.
74 | ///
75 | /// Array containing the string names of the scenes
76 | /// Whether to load these new scenes additively. Should be set to true for multiple scenes.
77 | /// Will be called when everything is done loading
78 | public static void LoadScenes(string[] sceneNames, bool isAdditive = false, Action onLoadedCallback = null)
79 | {
80 | if (!Instance.loaderUI)
81 | {
82 | Debug.LogError("No loading screen UI set.");
83 | return;
84 | }
85 | OnStartLoad?.Invoke();
86 | Instance.ShowLoading(sceneNames, isAdditive, onLoadedCallback);
87 | }
88 |
89 | #endregion
90 |
91 | // Non Static Stuff
92 | public SceneLoaderUI loaderUI;
93 |
94 | private string[] sceneNames;
95 | private AsyncOperation[] toLoad;
96 | private Action onLoaded;
97 |
98 | private bool isLoading = false;
99 | private float minTime = 0f;
100 |
101 | private float timeStarted = 0f;
102 | private float ElapsedTime => Time.realtimeSinceStartup - timeStarted;
103 |
104 | private void Awake()
105 | {
106 | if (Instance)
107 | {
108 | Destroy(gameObject);
109 | }
110 | else
111 | {
112 | Instance = this;
113 | DontDestroyOnLoad(gameObject);
114 | }
115 | }
116 |
117 | ///
118 | /// Show the loading screen. You should probably use
119 | ///
120 | ///
121 | ///
122 | public void ShowLoading(string[] sceneNames, bool isAdditive, Action onLoaded)
123 | {
124 | loaderUI.FadeIn(() =>
125 | {
126 | AsyncOperation[] toLoad = new AsyncOperation[sceneNames.Length];
127 |
128 | for (int i = 0; i < sceneNames.Length; i++)
129 | {
130 | toLoad[i] = SceneManager.LoadSceneAsync(sceneNames[i], isAdditive || i > 0 ? LoadSceneMode.Additive : LoadSceneMode.Single);
131 | toLoad[i].allowSceneActivation = i < toLoad.Length - 1;
132 | }
133 |
134 | isLoading = true;
135 | timeStarted = Time.realtimeSinceStartup;
136 | loaderUI.progress = 0;
137 |
138 | this.toLoad = toLoad;
139 | this.onLoaded = onLoaded;
140 | this.minTime = loaderUI.minTimeToLoad;
141 | this.sceneNames = sceneNames;
142 | });
143 | }
144 |
145 | private void Update()
146 | {
147 | if (isLoading)
148 | {
149 | float totalProgress = 0f;
150 | string sceneLoading = "";
151 |
152 | for (int i = 0; i < toLoad.Length; i++)
153 | {
154 | totalProgress += toLoad[i].progress;
155 | if (string.IsNullOrEmpty(sceneLoading) && toLoad[i].progress < 1f)
156 | sceneLoading = sceneNames[i];
157 | }
158 |
159 | loaderUI.progress = totalProgress / toLoad.Length;
160 | loaderUI.sceneName = sceneLoading;
161 |
162 | // Waits for min time and last one before activating it
163 | if (minTime < ElapsedTime && toLoad[toLoad.Length - 1].progress >= 0.9f)
164 | {
165 | toLoad[toLoad.Length - 1].allowSceneActivation = true;
166 |
167 | // Invokes so that scene activation doesnt overtake the fade
168 | toLoad[toLoad.Length - 1].completed += (operation) => { Invoke(nameof(HideLoading), 0.2f); };
169 | // this is here to avoid multiple invokes of hideloading
170 | isLoading = false;
171 | }
172 | }
173 | }
174 |
175 | private void HideLoading()
176 | {
177 | loaderUI.progress = 1f;
178 | onLoaded?.Invoke();
179 | OnLoaded?.Invoke();
180 | loaderUI.FadeOut();
181 | }
182 | }
183 |
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/Assets/SceneLoader/SceneLoaderUI.cs:
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1 | using DG.Tweening;
2 | using System;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 | using UnityEngine;
6 | using UnityEngine.UI;
7 |
8 | public class SceneLoaderUI : MonoBehaviour
9 | {
10 | [Tooltip("Canvas Group handles fading the loading screen in and out")]
11 | public CanvasGroup canvasGroup;
12 |
13 | [Space]
14 | [Tooltip("Fade animation length for showing and hiding loading screen.")]
15 | public float loadingScreenFadeTime = 0.5f;
16 | [Tooltip("Loading screen will be displayed for this long at minimum.")]
17 | public float minTimeToLoad = 2f;
18 |
19 | [Space]
20 | [Tooltip("Optional. Image to use for progress. Must be set to Image Type: Filled.")]
21 | public Image progressBar;
22 | [Tooltip("Higher values will move the bar faster. Set to something like 1000 for almost instant.")]
23 | public float progressUpdateSpeed = 3f;
24 |
25 | [Space]
26 | [Tooltip("Optional. Text component for showing which scene is currently loading.")]
27 | public Text sceneNameText;
28 | [Tooltip("Optional. TMP Text component for showing which scene is currently loading.")]
29 | public TMPro.TextMeshProUGUI sceneNameTMPUGUI;
30 | [Tooltip("Optional. For when displaying the loading scene, formats the text using string.Format.")]
31 | public string nameTextFormat = "Loading Scene: {0}";
32 |
33 | [Space]
34 | [Tooltip("Optional. Text component for showing which scene is currently loading.")]
35 | public Text percentText;
36 | [Tooltip("Optional. TMP Text component for showing which scene is currently loading.")]
37 | public TMPro.TextMeshProUGUI percentTMPUGUI;
38 | [Tooltip("Optional. For when displaying the loading scene, formats the text using string.Format.")]
39 | public string percentTextFormat = "{0:0}%";
40 |
41 | [Header("Debug Values")]
42 | [Range(0f, 1f)]
43 | public float progress = 0f;
44 | public string sceneName = "";
45 |
46 | private void Awake()
47 | {
48 | canvasGroup.alpha = 0;
49 | }
50 |
51 | public void FadeIn(Action callback = null)
52 | {
53 | ResetProgress();
54 |
55 | canvasGroup.alpha = 0f;
56 |
57 | // Animate in
58 | DOTween.To(
59 | () => canvasGroup.alpha,
60 | (x) => canvasGroup.alpha = x,
61 | 1f,
62 | loadingScreenFadeTime)
63 | .SetUpdate(true)
64 | .OnComplete(() => { callback?.Invoke(); });
65 | }
66 |
67 | public void FadeOut()
68 | {
69 | // Animate out
70 | DOTween.To(
71 | () => canvasGroup.alpha,
72 | (x) => canvasGroup.alpha = x,
73 | 0f,
74 | loadingScreenFadeTime)
75 | .SetUpdate(true);
76 | }
77 |
78 | private void Update()
79 | {
80 | if (progressBar)
81 | progressBar.fillAmount = Mathf.MoveTowards(progressBar.fillAmount, progress, progressUpdateSpeed * Time.deltaTime);
82 |
83 | if (sceneNameText)
84 | sceneNameText.text = string.Format(nameTextFormat, sceneName);
85 |
86 | if (sceneNameTMPUGUI)
87 | sceneNameTMPUGUI.text = string.Format(nameTextFormat, sceneName);
88 |
89 | if (percentText)
90 | percentText.text = string.Format(percentTextFormat, progress * 100f);
91 |
92 | if (percentTMPUGUI)
93 | percentTMPUGUI.text = string.Format(percentTextFormat, progress * 100f);
94 | }
95 |
96 | private void ResetProgress()
97 | {
98 | progress = 0;
99 | if (progressBar)
100 | progressBar.fillAmount = 0f;
101 | }
102 | }
103 |
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3 | MonoImporter:
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 Kolton Meier
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # Unity-Easy-LoadingScreen
2 |
3 | A simple loading screen system for Unity that supports loading multiple scenes at a time additively.
4 | Can be called from any scene without needing a specific manager component. The only setup required is to reference the loading screen prefab from the data Scriptable Object.
5 |
6 | https://user-images.githubusercontent.com/17034238/144736576-8c59be97-2b81-4118-90b3-e464f5189157.mp4
7 |
8 | ## Setup
9 |
10 | Ensure your first scene contains the SceneLoaderManager component somewhere. Make the Loadscreen UI a child of this so that it does not get destroyed.
11 |
12 | ## Making your own loading screen
13 |
14 | Loading Screen prefab must have a SceneLoaderUI component on it's top-level. Actual progress bar is optional but is set to an Image and uses the fill mode. The rest of the loading screen variables are set here as follows:
15 |
16 | `Canvas Group`: Canvas Group handles fading the loading screen in and out.
17 |
18 | `Loading Screen Fade Time`: How long it takes the loading screen to fade in or out.
19 |
20 | `Min Time To Load`: The loading screen will not "finish" until this at least amount of time has passed.
21 |
22 | `Progress Bar`: An optional image used for progress. Must be set to Image Type: Filled.
23 |
24 | `Progress Update Speed`: How fast the progress bar moves to new values.
25 |
26 | `Progress`: Allows for setting the progress level manually via inspector.
27 |
28 | ## Usage
29 |
30 | Call `SceneLoaderManager.LoadScene` or `SceneLoaderManager.LoadScenes` to start the loading process.
31 |
32 | Parameters are as follows:
33 |
34 | ### LoadScene
35 |
36 | `(string) Scene Name` : Name of the scene to load.
37 |
38 | `(bool) Is Additive` : Whether to load this new scene additively.
39 |
40 | `(Action) On Loaded Callback` : Will be called when everything is done loading.
41 |
42 | ### LoadScenes
43 |
44 | `(string[]) Scene Name` : Array containing the string names of the scenes.
45 |
46 | `(bool) Is Additive` : Whether to load these new scenes additively. If false, the first scene will load as a Single, but the rest will be additive.
47 |
48 | `(Action) On Loaded Callback` : Will be called when everything is done loading.
49 |
50 | ## Dependancies
51 | Demigiant's DOTween - http://dotween.demigiant.com/
52 |
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