Unity3D Load Level async progress strange behaviour - unity3d

I'm trying to load a scene asynchronously so I can have a nice progress bar and I found that the returned AsyncOperation.progress stops at 0.9. I don't have a problem with that but what is happening is that after that, it takes up to 50s to load the scene and that doesn't show on the progress. After deleting some objects I found that there is 1 (the main scene object) that is causing this delay.
My question is, is there any way to load this object in the first 90% of the load (which is happening super fast right now - 1s)?
Thanks in advance

If this GameObject is inside the scene, it is loaded with the scene. The problem you have is with the all script logic inside the scene. The loading thread actually finished, but the scripts, instantieting etc., takes all device resources and it looks like stuck at 90%.
To solve it I think you should delay all scripts executions on Awake or Start methods. That should help, but still all the time needed on particular device to execute scripts will take all CPU, and will look like stuck again.

So, it seems it all comes to the substances I was using. It's really strange for me because I explicity check all of them as "bake and discard substance" which seems to do nothing. After baking all the textures and switch from substance to texture in the material the loading came down from 42s to 1s

Related

Problem with loading next level in Unity 3D

I have a 3D game, and I added a trigger that loads the next level with a small animation when the player goes through it. It all works fine in Unity editor, but when I build the game it does not load the next level, neither it shows the animation. Any ideas what could be wrong? Thank you!
Hard to say without more detail, but in general it boils down to one of two things. Either the trigger is not firing, or there's a problem with the script.
Try attaching something else to the trigger, maybe something that will enable a disabled GameObject in a position that would be visible when you're hitting this trigger. If that doesn't show up, that tells you the problem is with the trigger.
Otherwise, you have a script issue. The most likely cause is that you're trying to load a scene that isn't listed in the project's Build Settings. Double-check that the scene for the level you're loading is in there, or it won't get built into the project. If the call to LoadScene/LoadSceneAsync is in your script before the call that is running the animation, then if it errors out due to the scene not being available, it would never reach the point where it plays the animation, which would explain what you're seeing.

Do AKAudioPlayer nodes apply a 10 ms fade out once they are stopped before reaching the end of the file/buffer?

First off, I just want to say thanks to the team at AudioKit for shedding some light on some difficult problems through their code. I have a few questions.
1: It does not appear the the AKAudioPlayer class applies on-the-spot fades if a player is stopped before reaching the end of the file/buffer. Is there another place in the AudioKit library where this is handled?
2: Does anybody know if the AVAudioMixer node’s volume can be adjusted in real time? E.G. can I make adjustments every 1/441 ms to follow the curve of my fade envelope? There is also the AVAudioUnitEQ with its globalGain property.
3: Is it possible to write to an AVAudioPCMBuffer’s floatChannelData after it has been scheduled, and while it is being played?
I’m writing a sampler app with AVFoundation. When it came time to tackle the problem of applying fades to loaded audio files within AVAudioPlayerNodes my first plan was to adjust the volume of the mixer node attached to my player node(s) in real time. This did not seem to have any sort of effect. It is entirely possible that my timing was off when doing this.
When I finally looked at the AKAudioPlayer class, I realized that one could adjust the actual buffer associated with an audio file. After a day or two of debugging, I was able to adapt the code from the AKAudioPlayer class into my PadModel class, with a few minor differences, and it works great.
However, I’m still getting those nasty little clicks whenever I stop one of my Pads from playing before the end of the file because the fades I apply are only in place at the start and the end of the file/buffer.
As far as my first question is concerned, in looking through the AKAudioPlayer class, it appears that the only fades applied to the buffer occur at the beginning and end of the buffer. The stop() method does not appear to apply any sort of on-the-spot fade to the buffer.
In my mind, the only way to have a fade out happen once a stop event happens is to apply it after said stop event, correct?
I have tried doing this, playing a 10 ms long faded-out buffer consisting of the buffer 10 ms after the stop position immediately after I call stop on my player node. It does not have the desired affect. I did not have much confidence in this scheme from the onset, but it seemed worth a try.
To be clear, once my stop() method is called, before actually stopping the the player node, I allocate the 10 ms fade buffer, read into the buffer at the position it is currently at, for the number of frames my fade buffer consists of. I then apply the envelope to the recently allocated fade out buffer, just as it is done in fadeBuffer() method in the AKAudioPlayer class. At this point I finally call stop() on the playing node, then schedule and play the fade out buffer.
Obviously there is going to be a discontinuity between stopping the buffer and playing the fade out buffer, e.g. by the time I apply the fade to the fade out buffer, the stop frame position I assigned to a local variable will no longer be valid, etc. And indeed, once I let off a pad, the sound that is played can only be described as discontinuous.
The only other solution to the problem I can think of strikes me as a daunting task, which would be to continually apply the fade envelope in realtime to the samples immediately ahead of the current play position as the buffer is being played. I currently do not believe I have the coding chops to pull this off.
Anyway, I looked through all the questions on S.O. concerned with AudioKit and this particular subject did not seem to come up. So anybodies thoughts on the matter would be greatly appreciated. Thanks in advance!
If anybody wants to look at my code, the PadModel class starts on line 223 of this file:
https://github.com/mike-normal13/pad/blob/master/Pad.swift
AudioKit is lacking in a fade-to-stop method. I would suggest requesting the feature as it is a worth while endeavor. If you are using AVAudioUnitSampler, I believe you can set ADSR values to achieve the fading effect, but not in a very straightforward way. You have to create a preset using AULab, figure out how to get the release to work, then import it into your project.

Scene takes 20secs to load because of StandaloneInputModule

My main scene is taking 20 secs to load and after running the profiler it points to StandaloneInputModule as what makes it take that time.
I've searched in project for that script but it does not exist, i've only found a StandaloneInput
¿Where can i find this script/reduce this load time?
StandaloneInputModule is in the Event System GameObject that you have in your project and it's the responsable of your input in the game that you are developing :)
The problem is essentially that you may have a ton of world space UI Canvases in your game. Each of these canvases has a "graphics raycaster" script, because I think they're put there automatically when you create a canvas (could be wrong). Just remove all of those graphic raycasting checks on all of those canvases. The event system was having to try to keep track of all of those objects, and thus the "Eventsystem.Update()" was having a really hard time. Getting rid of those "graphic raycaster" scripts freed up a ton of CPU time in my game.
The good news is that the "Event System" script and the "Input module" script are not terrible for performance in and of themselves. This is great news for me, because I thought it was on Unity's end, and it turns out not to be (unless you need a lot of graphic raycaster checks).
Peace!

uneven scene change delay in unity

I made and android 2d game in unity 5 with about 15 scenes and applied scene change script to buttons, I observe uneven delay of scene changing by onclick button, some scenes load quickly while other load after a short delay of about 1~2 seconds and some times 2~3 seconds, suggest what could be done.
Accurate, but probably undesired answer:
There is nothing you can really do about this
Unity scenese, when you load a new one, have to be deserialized from disk (they are not kept in memory!). The larger the scene is (the more gameobjects, monobehaviours, etc. etc.) there are the longer this process is going to take. Additionally, each MonoBehaviour script needs to be sent an Awake() and Start() invokation which has some significant overhead.
You can reduce the overhead by using fewer scripts with Awake and Start methods (calling the same logic under a different method signature from a single Main script), as well as fewer scripts overall (further centralizing your program), as well as compiling the game under Fast But No Exceptions and .NET Subset (neither of these are available for Editor running, however), both mentioned in the prior linked article.
It is also possible that Unity compiles out scenes in the Resources format (which is clunky and slow) and you may benefit from using Asset Bundles instead.
However you're still going to be bound by the load times between various scenes regardless of your optimization efforts (what few options exist). A complex scene will always take longer to transition to than a smaller one, there's no way around that.

Should I remove all SKSpriteNodes and Labels when I switch from one node to another

My iOS game has a couple of scenes. I've noticed some lag between switching scenes, and I was wondering if it might be because I'm not removing all nodes and labels from parents when I transition to another scene. Is it good practice to remove all nodes from their parent when transitioning to another scene?
Also, I've noticed that when I do remove all nodes, the transition effect is kind of ruined, as the screen goes all black during the transition.
Is it possible to delete nodes(of previous scene) after the transition to next scene?
When you perform the transition, the scene and its nodes will be released from memory, unless you have a strong reference cycle. Also, you should know that SpriteKit has its own cache system for the SKTextures, so not all memory will freed.
The lag could be caused by a lot of thing, some possibilities:
If you instantiate the new scene on touchesEnded (or your custom button callback closure), the lag could be caused because you're doing too much work on the initialization. This can be solved by, for example, preloading the scene with a closure that run in background and, when you have to run the transition, you already have everything loaded. An example follows:
Maybe you're using assets that are too large and because they take longer to be loaded, you have the lag. You could solve this by, for example, converting images that don't need an alpha channel to .jpeg.
Another solution would be to preload assets. A code example follows.