# Updating Progress Label During Long Calculation in Start

**URL:** https://forum.castle-engine.io/t/updating-progress-label-during-long-calculation-in-start/2130
**Category:** Uncategorized
**Created:** [March 10, 2026, 7:58am UTC](https://forum.castle-engine.io/t/updating-progress-label-during-long-calculation-in-start/2130 "2026-03-10T07:58:53Z")
**Posts on this page:** 1
**Showing post:** 18

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [July 18, 2026, 11:18pm UTC](https://forum.castle-engine.io/t/updating-progress-label-during-long-calculation-in-start/2130/18 "2026-07-18T23:18:10Z")

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> [@Hamid](#):
>
> Yes, I wanted to use threads to make the animation copying faster and also keep part of the loading process happening while the loading screen is shown. I thought that since nothing was being rendered on the screen, it would not cause any problems.
> 
> For now, I will wait until the updated version is released.

For anyone who finds this thread: Note that I managed to speedup the animation copying 100x , on one thread, by 2 optimizations 🙂 See [this thread](https://forum.castle-engine.io/t/sharing-animations-between-multiple-characters-with-the-same-skeleton/2094/19) for details.

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