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AsyncOperationHandle.PercentComplete still not working properly in 1.1.7

Discussion in 'Addressables' started by wechat_os_Qy08G2fonfCPUuakxg1HpvI9Q, Aug 3, 2019.

  1. wechat_os_Qy08G2fonfCPUuakxg1HpvI9Q

    wechat_os_Qy08G2fonfCPUuakxg1HpvI9Q

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  2. Leoniciux

    Leoniciux

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    Do you mean that it's always 0 ? Because I noticed this too.
     
  3. wechat_os_Qy08G2fonfCPUuakxg1HpvI9Q

    wechat_os_Qy08G2fonfCPUuakxg1HpvI9Q

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    No,the progress is not continuous,for example:0→0.3333→0.6667→1,Only few numbers。
     
  4. unity_bill

    unity_bill

    Unity Technologies

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    This is probably due to your op having 3 dependencies that are all either done or not. So initially none of the dependencies are done, then as the first finishes, your overall % jumps to 0.3333.

    For the individual dependencies, we are at the mercy of the progress that the Unity engine itself reports to us. For downloads, this should be active progress. For many other things it's either 0% or 100% due to what the engine exposes. If you have a specific example that you think should be more granular, but isn't, please let us know.


    What scenario are you seeing this?
     
  5. wechat_os_Qy08G2fonfCPUuakxg1HpvI9Q

    wechat_os_Qy08G2fonfCPUuakxg1HpvI9Q

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    I used Addressables.DownloadDependenciesAsync(),the progress will stay a lot of frames between two numbers.
     
  6. unity_bill

    unity_bill

    Unity Technologies

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    we'll take a look at it.
     
  7. zz08

    zz08

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    I also have this problem, when download a large bundle,maybe 30M, with low network speed(200K/s), the progress will keep a number for long time until download complete.
     
    CharBodman likes this.