Application.GetStreamProgressForLevel Manual     Reference     Scripting  
Scripting > Runtime Classes > Application
Application.GetStreamProgressForLevel

static function GetStreamProgressForLevel (levelIndex : int) : float

Description

How far has the download progressed? [0...1]

In the webplayer this returns the progress of this level.

See Also: CanStreamedLevelBeLoaded function.

JavaScripts
// Print on a guiText how much has been streamed level at index 1
// When finished streaming, print "Level 1 has been fully streamed!"
var percentageLoaded : float = 0;

function Update() {
if(Application.GetStreamProgressForLevel(1) == 1) {
guiText.text = "Level at index 1 has been fully streamed!";
} else {
percentageLoaded = Application.GetStreamProgressForLevel(1) * 100;
guiText.text = percentageLoaded.ToString();
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public float percentageLoaded = 0;
void Update() {
if (Application.GetStreamProgressForLevel(1) == 1)
guiText.text = "Level at index 1 has been fully streamed!";
else {
percentageLoaded = Application.GetStreamProgressForLevel(1) * 100;
guiText.text = percentageLoaded.ToString();
}
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public percentageLoaded as single = 0

def Update():
if Application.GetStreamProgressForLevel(1) == 1:
guiText.text = 'Level at index 1 has been fully streamed!'
else:
percentageLoaded = (Application.GetStreamProgressForLevel(1) * 100)
guiText.text = percentageLoaded.ToString()

static function GetStreamProgressForLevel (levelName : string) : float

Description

How far has the download progressed? [0...1]

In the webplayer this returns the progress of this level.

See Also: CanStreamedLevelBeLoaded function.

JavaScripts
// Print on a guiText how much has been streamed "Level1"
// When finished streaming, print "Level1 has been fully streamed!"
var percentageLoaded : float = 0;

function Update() {
if(Application.GetStreamProgressForLevel("Level1") == 1) {
guiText.text = "Level 1 has been fully streamed!";
} else {
percentageLoaded = Application.GetStreamProgressForLevel("Level1") * 100;
guiText.text = percentageLoaded.ToString();
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public float percentageLoaded = 0;
void Update() {
if (Application.GetStreamProgressForLevel("Level1") == 1)
guiText.text = "Level 1 has been fully streamed!";
else {
percentageLoaded = Application.GetStreamProgressForLevel("Level1") * 100;
guiText.text = percentageLoaded.ToString();
}
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public percentageLoaded as single = 0

def Update():
if Application.GetStreamProgressForLevel('Level1') == 1:
guiText.text = 'Level 1 has been fully streamed!'
else:
percentageLoaded = (Application.GetStreamProgressForLevel('Level1') * 100)
guiText.text = percentageLoaded.ToString()