Hi guys,
what is the best way to load scenes in WebGL ? I have one main scene and 10 others. I dont want to load all scenes at the initial downloading. I had tried to build assetbundle from one testing scene with the script from docs.
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
BuildPipeline.BuildAssetBundles("AssetBundles",BuildAssetBundleOptions.None,BuildTarget.WebGL);
}
and then load it with this one from
public IEnumerator loadScene()
{
Debug.Log("started");
using (www = WWW.LoadFromCacheOrDownload(url, 1))
{
yield return www;
if (string.IsNullOrEmpty(www.error))
{
AssetBundle assetBundle = www.assetBundle;
if (assetBundle != null)
{
string[] scenePath = assetBundle.GetAllScenePaths();
string mySceneName = scenePath[0];
mySceneName = mySceneName.Substring(0, mySceneName.Length - 6);
mySceneName = mySceneName.Substring(mySceneName.LastIndexOf("/") + 1);
UnityEngine.SceneManagement.SceneManager.LoadScene(mySceneName);
}
else Debug.Log("assetBundle is null");
assetBundle.Unload(false);
www.Dispose();
}
else Debug.Log(www.error);
}
The problem is that after i run the script .. after download i have a black screen .....
Can anybody solve my problem ? Or is there a better way to reduce the waiting time and ram consumption ? I tried to bundle just the objects from the scenes but they are lightmapped ...
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