├── .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 | 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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 | -------------------------------------------------------------------------------- /Assets/SceneLoader/Example/ExampleSceneLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d2a7bb3a1111eb40817736649106c3c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | 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userData: 107 | assetBundleName: 108 | assetBundleVariant: 109 | -------------------------------------------------------------------------------- /Assets/SceneLoader/SceneLoaderManager.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/SceneLoader/SceneLoaderManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 28fb1d26416e3d648803b4a3d596151f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/SceneLoader/SceneLoaderUI.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/SceneLoader/SceneLoaderUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d7296430c78f2e459a718d584e42517 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | --------------------------------------------------------------------------------