Quick Start
Just got the asset? Newbie? Get started quickly.
Status and Prerequisites
First of all, make sure that the requirements are met.
Built-in
URP
HDRP
Windows
MacOS
Linux
WebGL
iOS
Android
VR
Unity 2019.4 and higher
Unity 2019.3 and below
Input System (New)
Input Manager (Old)
How To Use
First of all, make sure to add your scenes to the Scenes In Build. You’ll also need a Loading Screen Manager in your scene, so let’s create one from the top menu.

You can now select a loading screen from Loading Screen Manager, or tweak some settings and enable features like loading with a collider/trigger. To load a scene, you can either call the loading screen via OnClick, trigger, or within your script.
Single Loading (Standard)
Button usage: Loading Screen Manager > LoadScene() > “Your Scene Name”
Triggers: Select LSM object and enable ‘Load With Trigger’ option. Keep in mind that you need to add a new collider to the manager object and enable ‘Is Trigger’ option.
using Michsky.LSS; // LSS namespace required
public LoadingScreenManager lsm; // Your LSM variable
void YourFunction()
{
// Using Loading Screen Manager
lsm.LoadScene("Your Scene Name"); // Load a new scene via LSM
// Alternate loading
LoadingScreen.prefabName = "Prefab Name"; // Change the preferred prefab using the class
LoadingScreen.LoadScene("Scene Name"); // Load a new scene directly using the class
// Load by scene index
lsm.LoadScene(SceneUtility.GetScenePathByBuildIndex(1));
}
Additive Loading
If you want to load new scenes without unloading the current scene, you can use this method. It can be used within scripts, buttons, or via ‘Additive Loading Trigger’.
Button usage: Loading Screen Manager > LoadAdditiveScene() > “Your Scene Name”
Trigger usage: Select your object and add ‘Additive Loading Trigger’ component. Keep in mind that you need a collider attached to your object and ‘Is Trigger’ option needs to be enabled.
using Michsky.LSS; // LSS namespace required
public LoadingScreenManager lsm; // Your LSM variable
void YourFunction()
{
// Using Loading Screen Manager
lsm.LoadAdditiveScene("Your Scene Name"); // Load a new scene via LSM additive mode
lsm.UnloadAdditiveScene("Your Scene Name"); // Unload a new scene via LSM additive mode
}
Virtual Loading
If you have a lightweight scene and want to keep loading screen for some time, you can use this option. It basically creates a ‘fake’ loading screen. Just enable the feature, set a time, and you’re good to go.
Limitations
Due to engine limitations, you may experience laggy transitions or freezing while loading within the editor. However, this is not the case in builds. This is unfortunately not a thing that we can fix.
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