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An issue with AC when porting the game to XBox

Hello,

We faced an issue most probably concerned with Adventure Creator when porting the game to XBox. The thing is that Xbox is slower than a PC and loading time at game sturtup is longer (30-45) seconds. Microsoft has a requirement for games not to show static image for that long. The issue is that during the scene activation the "Main Thread" of the processor gets blocked. That is why we cannot play an animation during that time while scene is loading to show non-static action.

Can you please advise if you have any ideas how to omit that issue?

Comments

  • edited June 2021

    What is your AC version, and are you making use of asynchronous scene loading?

    What details can you share about your game's assets that may contribute to a large loading time? It may be possible to reduce this time further. Aside from general Unity optimisation tricks, how many AC-specific steps have you made use of from the Manual's "Performance and optimisation" chapter?

    One recent addition to AC is the ability to refer to scene files by name in save-game files. This means that, if you place a scene and its asset files inside an Asset Bundle, leave it out of Unity's Build Settings, and refer to it in Actions etc by name, then AC can load that scene provided that the Asset Bundle itself has already been loaded. It'd be worth looking into moving the assets/scenes that contribute most to your long startup into bundle(s), and load those bundles via script in your startup scene.

    In the next AC release, it will also be possible to load scenes by Addressable directly - a more convenient way of referencing scenes without them being present in the Build Settings.

  • AC version 1.71.8. Scenes are loaded asynchronously.

    To clarify the question. The issue with long loading occurs at time when loading the main menu. Other than that loading time is fine. I think it is the loading time of the adventure Creator asset itself is taking longer to initially load.

  • Is the main menu your game's first scene?

    AC itself doesn't take much to "load" - slowdown associated with it is normally to do with assets your AC game makes use of.

    When loading an AC scene, assets assigned in Managers are also loaded into memory. This includes music and ambience AudioClips, Player character prefabs, inventory graphics, and (if applicable) speech audio.

    How many of the performance tips in the Manual have you followed? Audio assets in particular can contribute to the game's startup time, but the "Performance and optimisation" chapter details how this can be mitigated. Please share any detail you can about such assets in your project, and be sure to use Unity's Profiler to reveal more specific details.

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