class in UnityEngine
/
Inherits from:YieldInstruction
/
Implemented in:UnityEngine.CoreModule
Suspends a coroutine until an asynchronous operation completes.
WaitForSecondsRealtime
can only be used with a yield
statement in coroutines.
You can yield
until the AsyncOperation
completes, check whether it's done with AsyncOperation.isDone, or check on its progress with AsyncOperation.progress.
Additional resources: SceneManager.LoadSceneAsync, AssetBundle.LoadAssetAsync, Resources.LoadAsync.
using System.Collections; using UnityEngine;
public class ExampleClass : MonoBehaviour { public void Start() { StartCoroutine(Example_AsyncTests()); }
public IEnumerator Example_AsyncTests() { Debug.Log("Start of AsyncLoad Example"); var load = UnityEngine.Resources.LoadAsync(""); yield return load; yield return null; Debug.Log("End of AsyncLoad Example"); } }
Property | Description |
---|---|
allowSceneActivation | Allow Scenes to be activated as soon as it is ready. |
isDone | Has the operation finished? (Read Only) |
priority | Priority lets you tweak in which order async operation calls will be performed. |
progress | What's the operation's progress. (Read Only) |
Event | Description |
---|---|
completed | Raised when this AsyncOperation operation has completed. |