Build a loading experience that feels like part of your game. Author the visuals in the Builder, connect a destination, then start the flow with a Button or the runtime C# API.
A complete loading workflow#
A saved design defines both the presentation and the rules for showing it. Your game starts a request; the package covers the current scene, runs the work, waits for required readiness, and reveals gameplay.
| Building block | What it controls |
|---|---|
LoadingLayout | Loading layers, local theme, behavior, content, media, motion and responsive profiles. |
| Scene connection | The design used for a destination. Unconnected scenes can use the project default. |
| Request / handle | One execution, its progress and status, controls, and final result. |
PostLoadingLayout | Separate ready-screen visuals and an optional countdown after required work completes. |
Keep in mind: progress, readiness and completion are different. A scene can be prepared for activation before it is ready to play. Required Game Ready checkpoints, a post screen or remaining video can keep the flow active after progress reaches 100%.
Choose your starting point#
What you can create#
- Layered loading layouts with text, images, indicators and animation.
- Device-specific compositions that inherit from a shared Base profile.
- Context-aware tips, localized copy, image backgrounds and controlled video.
- Separate post-loading screens, countdowns and player Continue actions.
- Scene connections, no-code triggers, readiness stages and custom operations.
- Editable native Canvas/prefab output for manually driven UI.
The Library keeps your layouts, reusable profiles and design details in one workspace. Select any documentation screenshot to enlarge it.
Before your first load#
The publisher's compatibility statement is Unity 6000.3.13 or newer; earlier Unity versions have not been tested. The supplied guide inspected Unity 6000.3.13f1. The runtime UI uses uGUI and TextMeshPro. The package namespace is LoadingScreenBuildPro.
A saved connection selects a design. Start a request explicitly through the no-code trigger or LoadingScreenBuilder.LoadScene(...). Arbitrary SceneManager calls do not automatically pass through this package.
