Thanks for responce , i already do a forum search for āloading screenā but i dont find something interessing;
The solution you send me is great but it is using Css , there is no solution with JS ? i think i can use GUI but i dont the good way to use it !
Ah sorry, thatās my custom variable. Change scene_This to just scene
Also add in fullscreenGUI.removeControl(loadingSquare); if you havenāt noticed already, as I forgot to remove the square. But really itās better just to define them in a separate scene like aWeirdo is doing, because then it fades out and it looks really nice!
Iāll rewrite mine to show it better if youād like!
This first one here is an example of replacing the engine default loading screen like aWeirdo did, basically just with my own naming conventions and also a fadeout animation. @aWeirdo did an excellent job juggling the scope with his ā_thisā variable and all of his properties, so most of that I borrowed from his example!
The second one here is in case you donāt really care much for following the same structure as the original loading screen. Itās similar to my first example where everything is very simple, except now everything is in a gui container like aWeirdoās so itās a bit easier to manage, and also it has the fadeout animation implemented as well. It uses custom functions to show and hide the UI so using it is very similar to using the engine default.
Feel free to take a look, and let us know if you have any more questions!
Thanks a lots it is what i am searching , i dont understand why tthere isnt a good documentation for Loading Screen ā¦ i have just a final question please , i already have a GUI in my scene , how i can make the Loading GUI layer on top of my GUI ?
The Z index should already be drawing it on top, but since it isnāt, it could be caused by a couple things. First, try raising the Z index to 2000, and if that doesnāt work, itās possible itās because you have 2 fullscreen GUIs, in which case you can get rid of your current in-game full-screenGUI variable and add your in-game GUI controls to the FullscreenGUI used by the loading screen.
Barring all that, the lazy way to do it would be to set your in-game GUIās visibility property to false in the āshowLoadingScreenā function and setting it to true in the āunregisterAnimsā function.
Hi guys. I am also having a tough time with this, I guess I will end up with switching the visibility like SometimesIMakeThings sugested, because I cant make the zIndex work. I tried modeling my setup like aWeirdos example, because that seems to fit best with the documentation, but my buttons still get rendered on top of my loadingScreen. Also I donāt seem to be able to set the LayerMask properly for my post-processing, so I quickly copy/pasted together a playground if anyone sports my mistakes ?
Dear Wingnut
Your example is better, thank you. and I have a might simple question here:
Babylonjs has the following code: (sorry for not remembering exact syntax)
screenloader.importMesh(
ā¦
success_callback(),
progress_callback( currentNumber, TotalNumber),
error_callback(
ā¦
)
so, is it possible to show the exact progress percentage?
with computing out the currentNumber/TotalNumber offered by progress_callback)
I mean in your line#27 this._loadingTextDiv.innerHTML = this._loadingText;
can you please tell how to use this._loadingText to show exact progress percentage ?
thanks any way.