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Behavior, transitions & audio

Completion modes, scene transitions, readiness and audio tracks.

English guideSource: Unity 6000.3.13f120 October 2026

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 / sourceBehavior
Only AsyncActual work and required readiness, without a timer minimum.
Only TimerCurrent-scene timed presentation with Scene Policy None; no real work/required stages.
BothActual work and the minimum display interval must finish.
Operation / Timer progressDisplay measured work or elapsed duration, without replacing completion gates.
Manual / IndeterminateAPI-reported progress or an unknown/activity state.
Scene PolicySingle 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#

  1. Enable Game Ready only when destination initialization must finish before reveal.
  2. Add a readiness stage with a stable ID, Label, Phase, Source, Weight, Required flag, Timeout and dependencies.
  3. Use Post Activation for work that depends on destination objects.
  4. Signal the exact checkpoint ID after initialization, or supply the matching request.tasks entry for a Task stage.
  5. 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.ready wait unless the destination will signal it.

Audio mix and preview#

ControlMeaning
MasterDesign master multiplier; screenshot value 1.
Music / Ambience / SfxAuthored channel levels; screenshot values 0.8 / 0.8 / 0.6.
MuteMute the design mix.
+ Add audio trackCreate a track and assign clip/channel/trigger.
Stop auditionStop opt-in Editor clip preview.
Add scene audio duckingAdd 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 screenshotMeaning
Name: AmbienceAuthoring label only.
Clip: NoneNo playback until you assign a clip.
Channel: MusicUses Music despite its name. Choose Ambience when that is intended.
Mixer: NoneOptional Audio Mixer Group output.
Volume 0.7 / Mute offPer-track level and mute.
Loop on / Pitch 1Repeat at normal pitch.
Fade In 0.5 / Out 0.75Volume entry/exit timing.
Crossfade 0.5Authored crossfade interval.
Trigger: EnterStart 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.

Adapted from the supplied guide · PDF pages 26–30.View source guide ↗
Keep creating.ERAGAN STUDIO.

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