Complete the code to start the coroutine for loading the scene.
StartCoroutine([1]());The coroutine to load the scene asynchronously is started by calling StartCoroutine(LoadSceneAsync()).
Complete the code to check if the asynchronous scene loading is done.
while (![1].isDone) { yield return null; }
SceneManager.isDone causes errors because SceneManager has no such property.loadingScreen.isDone is incorrect because loadingScreen is a UI element.The asyncOperation object returned by SceneManager.LoadSceneAsync has the isDone property to check if loading finished.
Fix the error in the coroutine declaration to make it valid.
private [1] LoadSceneAsync() { AsyncOperation asyncOperation = SceneManager.LoadSceneAsync("GameScene"); while (!asyncOperation.isDone) { yield return null; } }
void causes a compile error because yield return is not allowed.async keyword is not how Unity coroutines work.Coroutines in Unity must return IEnumerator to work properly with yield return.
Fill both blanks to update the loading progress bar correctly.
loadingBar.value = [1].progress / [2];
The asyncOperation.progress goes from 0 to 0.9 during loading, so dividing by 0.9f normalizes it to 0-1 for the progress bar.
Fill all three blanks to hide the loading screen after the scene is loaded.
if ([1].isDone) { [2].SetActive([3]); }
When loading finishes (asyncOperation.isDone), hide the loading screen by setting it inactive (loadingScreen.SetActive(false)).