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Packages/Loading Screen Builder Pro/Post-loading & countdown
DESIGN YOUR SCREEN
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Post-loading & countdown

Create a ready screen and choose how players continue.

English guideSource: Unity 6000.3.13f120 October 2026

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#

  1. Open your loading design and change Designer > Screen to Post-Loading.
  2. Choose or create post data in Screen settings. Assign a PostLoadingLayout, for example Aurora Ready.
  3. Edit its title, Countdown and Continue Button layers.
  4. 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#

ControlMeaning
Enabled / ScreenEnable the flow and assign a PostLoadingLayout.
Wait For Input / Minimum TimePlayer wait and the minimum post-screen duration.
InputsKeyboard, mouse, touch and gamepad filters; Button Only uses UI/API actions.
Show Continue Button / Continue PromptGenerate an action, or author a Button layer using Continue.
Pause Game TimeCapture and hold time scale, then restore its original value.
Block Gameplay SystemsHold 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#

  1. Enable Countdown and choose Duration.
  2. Enable Auto Continue to leave at completion, subject to Minimum Time.
  3. Disable Allow Input Before Complete when the player must wait until zero.
  4. 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.

ControlUse
Format / Completed Text{seconds} or {time}, and zero-time copy such as GO!.
Effect / IntensityNone, Pop, Fade, Slide or Pulse.
Play Sounds / clips / levelOptional 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.

Adapted from the supplied guide · PDF pages 16–18.View source guide ↗
Keep creating.ERAGAN STUDIO.

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