Quantcast
Channel: Questions in topic: "assetbundles"
Viewing all articles
Browse latest Browse all 312

About unnactive scenes and performace...

$
0
0
So, I have a few gameobjects in **Scene B** that need to be loaded (just some, not all) into **Scene A**, initially I was loading **Scene B** (additive mode) and storing the gameobjects in some variables and then unload **Scene B** (now that i've got the objects I needed). Issue is I may delete those gameobjects and load them again later, and it turns out the references I stored in those variables were pointing at the initiated scene ones, I don't want to load a new scene every time I need those objects. SO! This brings us to **Async Scene Loading**, if I load a scene in async mode (additive as well) and set it's "allowsceneactivation" to false, assuming that I'll be able to acess it's objects with the **GetRootGameObjects()**, how expensive is it in terms of performarce, to have various Scene Bs loaded all runtime in this Unnactive state? What I'm really doing here is **GameObject copying**, if there is a better way to this please tell me. Also, the **Scenes(B)** will be loaded from **assetbundles**. ---------- **TL;DR**: What exactly happens to a scene in terms of memory when it's loaded with async having **allowsceneactivation** as **false**? Thanks

Viewing all articles
Browse latest Browse all 312

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>