Post-Loading is a separate visual document shown after required loading and readiness. It can present a ready message, a countdown and a player Continue action.
Switch visual documents#
- Open your loading design and change Designer > Screen to Post-Loading.
- Choose or create post data in Screen settings. Assign a
PostLoadingLayout, for example Aurora Ready. - Edit its title, Countdown and Continue Button layers.
- Return to Loading to verify that its composition remains separate, then save.
New post data can be a subasset within its owner LoadingLayout file, but remains a distinct PostLoadingLayout type. Loading pickers accept LoadingLayout; post pickers accept only PostLoadingLayout. Selection, profile, zoom and pan are maintained separately for each screen.
Configure the flow#
| Control | Meaning |
|---|---|
| Enabled / Screen | Enable the flow and assign a PostLoadingLayout. |
| Wait For Input / Minimum Time | Player wait and the minimum post-screen duration. |
| Inputs | Keyboard, mouse, touch and gamepad filters; Button Only uses UI/API actions. |
| Show Continue Button / Continue Prompt | Generate an action, or author a Button layer using Continue. |
| Pause Game Time | Capture and hold time scale, then restore its original value. |
| Block Gameplay Systems | Hold assigned LoadingGameplayGate targets. Keep required initialization running. |
Scroll for Loading-to-Post and Post-to-Gameplay transitions. In Integration, a destination's Post policy can use the design, disable the post screen or provide an override. LoadScene / CreateSceneRequest resolve these overrides. The current no-code LoadingTrigger uses design-level post settings.
Countdown and Continue#
- Enable Countdown and choose Duration.
- Enable Auto Continue to leave at completion, subject to Minimum Time.
- Disable Allow Input Before Complete when the player must wait until zero.
- Select a Countdown layer to style it.
The guide's screenshot uses a three-second countdown with Auto Continue and early input allowed. Those values are an example; this is not a mandatory countdown lock.
| Control | Use |
|---|---|
| Format / Completed Text | {seconds} or {time}, and zero-time copy such as GO!. |
| Effect / Intensity | None, Pop, Fade, Slide or Pulse. |
| Play Sounds / clips / level | Optional tick and completion audio; scroll if needed. |
The countdown begins after entry and runs unscaled. Minimum Time still applies. A locked countdown rejects early Continue. Auto Continue off plus Wait For Input on waits for input after zero.
Countdown audio is separate from ordinary tracks. It respects post-profile/session Master/SFX/mute. Aurora Ready demonstrates Soft Tick/Ready Chime; Momentum Ready is silent.
Check: the ready screen appears only after required work. Continue cannot bypass loading or required readiness. Verify that time scale and assigned gameplay systems restore after exit.