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Unloading Lightmaps correctly when using LoadLevelAdditiveAsync
I'm creating a game where scenes are streamed in seamlessly in the background while the current scene is being played. (LoadLevelAdditiveAsync)
The problem comes when I'm transitioning between scenes. Scene 2 loads fine but the lightmap from scene 1 sticks around. I've tried Application.UnloadLevel, Resources.UnloadUnusedAssets and setting LightmapSettings.lightmaps = new LightmapData[0]; but none of them seem to make a difference.
I'm using Unity 5.2 with it's new multi scene lightmap baking.
Any help would be greatly appreciated!!
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