@monobeginner wrote:
Hello,
I have some question about loading content on background thread. Lets start with a piece of code:
protected override void LoadContent() { ... SceneManager.LoadScenesContent(Content); Thread t = new Thread(() => LoadContentOnBackgroundThread()) { IsBackground = true, Name = "LoadContentThread" }; t.Start(); t.Join(); } private void LoadContentOnBackgroundThread() { AudioManager.LoadContent(Content); }
I try to load assets like textures / fonts on main thread but audio on background thread. It works fine. When I move loading of textures / fonts also into background thread it stops working. I mean like debugger stops on loading some texture from content manager. How to load content on background thread properly ? I really have no idea what causes this issue, looks like content manager stucks on loading of texture, so maybe it is locked somehow ?
Offtopic: I really need loading of content on background thread because on Android, during splash screen, I have black screen instead of my splash graphic (reproduce rate about 50%). So sometimes it works fine, sometimes I have black screen.
I set up my splash screen "regular" way, just with style:
<style name="Theme.Splash" parent="android:Theme"> <item name="android:windowBackground">@drawable/splash_background</item> <item name="android:windowNoTitle">true</item> <item name="android:windowFullscreen">true</item> </style>
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