Connect the destination to a design, then choose a start action. Use API-based scene requests when destination-specific Post policy matters.
Connect a destination scene#
- Assign the saved Destination scene. Use current open scene selects the active saved scene; loading it reloads that scene.
- Choose Save scene connection. It is disabled in the screenshot because Destination is None.
- Enable the scene in the active Build Profile scene list. A Scene asset reference does not make it build-loadable.
- Configure a Button/trigger or script start action.
- Save and test in Play Mode.
An explicit API layout override wins, followed by the saved destination connection, then project fallback. Save project connections persists the shared Resources registry at Resources/LoadingScreenBuildPro/SceneRegistry. The screenshot's fallback is Aetherfall Sanctuary.
Maintain the scene table#
| Control | Use |
|---|---|
| Design field | Choose the row's LoadingLayout. |
| Scene field / + ADD | Assign a Scene; add destinations sharing the design. |
| + NEW | Create a design row. |
| Post | Design, Disabled or Custom policy for that destination. |
| x | Remove one connection; removing the last scene removes its row. |
| Missing (Loading Layout) | Repair with a valid design or remove the obsolete connection. |
Completed fields save automatically. Incomplete rows are temporary drafts. A scene has one design connection: moving it to another row moves its mapping, and matching design rows merge.
LoadScene / CreateSceneRequest include destination Post policy. Direct Show requests must carry request.postLoading explicitly. The current LoadingTrigger creates a direct design-level request and does not apply a row's Post override.
Connect a no-code trigger#
- Choose Kind = Button, Start or Collider.
- Set Fire Once, optional Required Tag and Request Policy. Reject refuses a busy request; Queue schedules it afterward.
- Confirm the destination. Assign the Button or trigger-zone object to Scene object, or use the selected scene object.
- Choose Connect loading action and save the scene.
- Enter Play Mode and use the actual start action.
A Button needs a working EventSystem/input. Start triggers run from the component's Start method; avoid endlessly reloading the same scene. Collider needs a valid 2D/3D trigger arrangement and matching tag if used. ResetTrigger() clears Fire Once for another attempt.
Export Canvas or prefab output#
- Choose the Export device profile.
- Use Create Canvas > Loading Scene Panel for editable scene UI, or Export design as prefab and choose an Assets path.
- Inspect TextMeshPro, Image and RectTransform children. Save the scene/prefab yourself.
- Use Show / SetProgress / Hide for your own operation, or connect
BeginLoading()for the full saved-design loader.
Output bakes one profile and the first background; video uses a poster. Other profiles remain in Builder data. Native hierarchy edits do not write back to the Builder. Re-export regenerates from the design. BeginLoading hides the panel and renders saved design data, rather than native-only hierarchy edits.
The panel is visible in Edit Mode and hides on Play by default. Export saves design data, but does not silently save the open scene.
Use the built-in code example#
Save the connection, choose Code example > Copy code, create the script with its displayed class/file name, attach it and connect the Button to BeginLoading().
using LoadingScreenBuildPro;
// Inside your Button method:
LoadingScreenBuilder.LoadScene("SampleScene");
// Alternative integer index: LoadingScreenBuilder.LoadScene(0);The service creates its persistent loader automatically. A saved registry removes the need for a calling scene Layout field. Indices change when enabled build scenes are reordered; a numeric string is a scene name. Use a full path or integer for duplicate names. Avoid starting both a copied script and a LoadingTrigger from the same Button.