Complete this exercise with a menu scene, a UI Button and a saved destination scene. Add custom readiness, video and countdown flows after the basic load works.
Find your way around the Library#
| Area | Use |
|---|---|
| All / My layouts / Favorites / Recently used | Pick a view; search cards by name or tags. |
| Open designer | Open the selected design's visual document. |
| Select asset | Select the saved LoadingLayout in Project/Inspector. |
| + New layout / Blank layout | Create a starting design or an empty composition. |
| Quick Setup / Global themes | Guided template/behavior/review or theme controls. |
| Active Layout / Save / Save as | Choose, save, copy or create a linked variant. |
The right inspector follows the active selection, even when the grid contains other designs.
Create your own design copy#
Choose Save as > Independent copy to own the editable composition. Use Linked variant when you deliberately want inheritance from a base design. Base values remain inherited until an override is stored; resetting the override restores inheritance.
Use Rename layout to preserve GUIDs and references. Description and Tags help searching. Profiles open theme/fonts, behavior, tips, backgrounds and audio. Canvas & inheritance sets reference resolution and a base layout.
Save the copy, switch to another layout, then return and check that your changes persist. Scene objects also need a scene save. Delete reports dependencies and asks for confirmation. Disk backups are under work/design-backups/<timestamp>/; restore both the asset and its matching .meta.
Load your first scene#
- Open a supplied design and choose Save as > Independent copy. Rename it.
- In Transitions > Mode & activation, set Both, Scene Policy = Single, Progress Source = Operation and Minimum Time = 2. Leave optional Game Ready off for this exercise.
- In Integration > Scene setup, assign the destination Scene asset and choose Save scene connection. Enable the destination in the active Build Profile scene list.
- Open the menu scene and select your UI Button in the Hierarchy.
- In Integration > No-code trigger, set Kind = Button, confirm the destination, choose Use selected scene object, then Connect loading action.
- Save the design and menu scene. Enter Play Mode and press the Button.
- Verify the overlay covers the old scene, shows progress, respects the minimum time and reveals the destination.
A connection needs a start action. Saving a destination connection does not start loading by itself.
Start from your own code#
After saving the destination connection, your own Button method can use:
using LoadingScreenBuildPro;
// Inside your Button method:
LoadingScreenBuilder.LoadScene("YourSceneName");Use the actual unique scene name, a full asset path or an integer build index. See the complete menu Button script.
If the first load does not work#
| Symptom | Check |
|---|---|
| No request starts | Button/EventSystem input, enabled/configured LoadingTrigger and the selected scene object. |
| Destination fails | Saved name/path and enabled runtime build-scene entry. |
| Wrong design | Explicit API override, scene connection, then project default. |
| Overlay stays up | Unintended required stage/Game Ready or player Continue policy. |