Completion policy decides what must finish. Transitions decide how the scene is covered and revealed. Audio tracks have their own routing and timing.
Loading mode and activation#
| Mode / source | Behavior |
|---|---|
| Only Async | Actual work and required readiness, without a timer minimum. |
| Only Timer | Current-scene timed presentation with Scene Policy None; no real work/required stages. |
| Both | Actual work and the minimum display interval must finish. |
| Operation / Timer progress | Display measured work or elapsed duration, without replacing completion gates. |
| Manual / Indeterminate | API-reported progress or an unknown/activity state. |
| Scene Policy | Single replaces; Additive loads alongside and activates; None is for custom/no-scene work. |
The screenshot's Minimum Time 4 and Smoothing 0.15 are examples. Both waits for actual work even when it exceeds the minimum. Smoothing eases visual changes. Transition Only is a separate no-scene flow.
Player Continue is a pre-activation player gate with optional hold/timeout. Post-loading Continue happens later, after readiness. Neither completes unfinished work.
Scene Out and Scene In#
Scene Out covers the previous scene; Scene In reveals the ready destination. Effects include None, Fade, directional Slide, Iris and Wipe. Set duration, easing and cover color independently. The shown 0.32/0.55 seconds are examples.
Loading content Enter/Exit clips are separate from scene transitions. Post/video flow transitions have Fade, Slide, Zoom, Cross Dissolve, Custom or None. Custom flow curves expose opacity, offset X/Y and scale. Check essential prompts remain readable and test very fast real loads.
Stages and Game Ready#
- Enable Game Ready only when destination initialization must finish before reveal.
- Add a readiness stage with a stable ID, Label, Phase, Source, Weight, Required flag, Timeout and dependencies.
- Use Post Activation for work that depends on destination objects.
- Signal the exact checkpoint ID after initialization, or supply the matching
request.tasksentry for a Task stage. - Choose a suitable timeout and deliberate recovery/menu action.
Pre Activation finishes before destination objects exist. Post Activation keeps the overlay visible after activation until required work completes. Do not await a destination component in Pre Activation.
Screenshot context: Wait For Game Ready is off, Safe Menu Scene is empty and the stage list is empty. Do not add a
game.readywait unless the destination will signal it.
Audio mix and preview#
| Control | Meaning |
|---|---|
| Master | Design master multiplier; screenshot value 1. |
| Music / Ambience / Sfx | Authored channel levels; screenshot values 0.8 / 0.8 / 0.6. |
| Mute | Mute the design mix. |
| + Add audio track | Create a track and assign clip/channel/trigger. |
| Stop audition | Stop opt-in Editor clip preview. |
| Add scene audio ducking | Add LoadingAudioDuckTargets to your selected scene audio manager; assign owned sources. |
Ordinary tracks, video sound and countdown sound have separate settings. Session Master/Music/Ambience/Sfx/mute multiplies authored playback without rewriting designs. Ducking captures/restores assigned source levels and yields when other code changes them. Use a persistent manager for sound spanning Single scene replacement. Editor audition level is separate from runtime mix.
Configure an audio track#
| Field in screenshot | Meaning |
|---|---|
| Name: Ambience | Authoring label only. |
| Clip: None | No playback until you assign a clip. |
| Channel: Music | Uses Music despite its name. Choose Ambience when that is intended. |
| Mixer: None | Optional Audio Mixer Group output. |
| Volume 0.7 / Mute off | Per-track level and mute. |
| Loop on / Pitch 1 | Repeat at normal pitch. |
| Fade In 0.5 / Out 0.75 | Volume entry/exit timing. |
| Crossfade 0.5 | Authored crossfade interval. |
| Trigger: Enter | Start at Enter; Loading, Ready and Exit are alternatives. |
Assign a clip, choose the correct channel and audition it, then run a full request with mute on/off. Verify existing game audio restores afterward.