cris
New Member
Posts: 9
Posts: 9
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Post by cris on Jun 21, 2017 13:16:15 GMT
Hi there,
Currently I am instantiating all the objects of my game (the ones I need to instantiate at runtime) in the OnAwake function of the managers in charge through PoolBoss.
However I am trying to create a dynamic loading screen (shows an animation while stuff is getting loaded). I cannot rely on simple aproaches because in my games many scenes are assembled together and when they are all loaded then some of the entities of those scenes instantiate more objects. So the idea I had is to have a loading manager in the very first scene that loads which will display the loading screen, and then some kind of "game state" that managers will read and even though they might be on the update cycle they will wait until everything is load.
The problem I have is the game will freeze during the normal Instantiates (which I believe Pool Boss use). Is there anyway to have those Instantiates to be through coroutines so I can still use PoolBoss and at the same time keep control of the application?
Many thanks in advance.
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Post by DarkTonic Dev on Jun 21, 2017 16:52:18 GMT
Unfortunately we want to guarantee that all pooled objects are available to spawn during the first frame so no, we don't want to add that. You can however play music and show a message during the short wait.
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cris
New Member
Posts: 9
Posts: 9
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Post by cris on Jun 22, 2017 13:48:20 GMT
I see, just concerned about instantiating many entities could cause the game to freeze for a few seconds and not accomplish a first party TRC, but hopefully it won't be the case. Thanks for your quick reply anyway.
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Post by DarkTonic Dev on Jun 22, 2017 15:38:47 GMT
If your target is mobile that will be the case. Give them something to read while waiting.
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Post by DarkTonic Dev on Jun 24, 2017 5:35:17 GMT
I've put it on the CGK roadmap (and Pool Boss too when it's done) to allow an option for how many frames it will take to Instantiate the entire pool.
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