Public float loadingScreenFadeOutTime = 0.25f ĪsyncOperation async // used to track level load progress Public float loadingScreenFadeInTime = 1.0f Time to fade loading screen in and out (also used for progress bar). Most scenes should hopefully not require this. This is to cover up any initial hitching that takes place right at the start of levels. Additional time to wait after finished loading before we start fading the new scene back in. Time to fade from current scene to the compositor and back. This does not have any effect when using a skybox instead. If false, the background color above gets applied as the foreground color in the compositor. Colors to use when dropping to the compositor between levels if no skybox is set. Public Texture front, back, left, right, top, bottom Public Transform loadingScreenTransform, progressBarTransform Otherwise defaults to using this object's transform. Optional overrides for where to display loading screen and progress bar overlays. Public float loadingScreenDistance = 0.0f If specified, the loading screen will be positioned in the player's view this far away. Public float progressBarWidthInMeters = 3.0f Public float loadingScreenWidthInMeters = 6.0f Public Texture progressBarEmpty, progressBarFull Async load causes crashes in some apps. If true, call LoadLevelAdditiveAsync instead of LoadLevelAsync. The command-line args for the internal process to launch. Name of internal process to launch (instead of levelName). Private static SteamVR_LoadLevel _active = null Public class SteamVR_LoadLevel : MonoBehaviour Purpose: Helper for smoothing over transitions between levels. //= Copyright (c) Valve Corporation, All rights reserved.
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