URL: https://docs.unity3d.com/ScriptReference/../Manual/../ScriptReference/AsyncOperation.html
taLayer-initialized', user: { user_unity_id: undefined, user_logged_in: 'no' }, environment: { environment_locale: 'en-us', environment_currency: undefined }});Suspends a coroutine until an asynchronous operation completes.
WaitForSecondsRealtime can only be used with a yield statement in coroutines.
You can yield until the AsyncOperation completes, check whether it's done with AsyncOperation.isDone, or check on its progress with AsyncOperation.progress.
Additional resources: SceneManager.LoadSceneAsync, AssetBundle.LoadAssetAsync, Resources.LoadAsync.
using System.Collections; using UnityEngine;
public class ExampleClass : MonoBehaviour { public void Start() { StartCoroutine(Example_AsyncTests()); }
public IEnumerator Example_AsyncTests() { Debug.Log("Start of AsyncLoad Example"); var load = UnityEngine.Resources.LoadAsync(""); yield return load; yield return null; Debug.Log("End of AsyncLoad Example"); } }
| Property | Description |
|---|---|
| allowSceneActivation | Allow Scenes to be activated as soon as it is ready. |
| isDone | Has the operation finished? (Read Only) |
| priority | Priority lets you tweak in which order async operation calls will be performed. |
| progress | What's the operation's progress. (Read Only) |
| Event | Description |
|---|---|
| completed | Raised when this AsyncOperation operation has completed. |