LoadAsync does not wait for allowSceneActivation to be true
I had two scenes. 1-Loading Scene 2- Main Game Scene.
In the loading scene I initiate async operation SceneManager.LoadSceneAsync with allowSceneActivation set to false, I set it to true after player has logged in, his save is retrieved, etc. This worked perfectly fine, the activation of the scene waited for this stuff to finish before loading the second scene.
Now I added a third scene, Main Game Scene B. During runtime player can switch to this scene and back to the previous Main Game Scene via SceneManager.LoadScene. However a very peculiar behavior started to occur. If I quit play mode when game is in Main Game Scene B, the next time I push play the switching from Loading Scene to Main Game Scene will not wait for allowSceneActivation to be true any more, but will directly switch once the scene is loaded.
I specifically check for allowSceneActivation and it is never set to true. The only way to set things right again seems to be to switch to scene 3 in runtime, then back to scene 2, and then quit play mode. After this next time I push play, SceneManager will again wait for allowSceneActivation to activate my main game scene.
I cannot think of any similar sort of situation in Unity Editor where something that happens in one play run will have an impact on something in another play mode run, so this seems very weird to me. If anybody can think of something I would appreciate hearing about it. Btw, I am not saving or loading any values that I assign to allowSceneActivation of the async operation. The part where it is changed to true is never called, and when I put its value into Debug.Log in Update () I can see that its never set to true, while the async.progress goes up to 1 after staying at 0.9 for two frames.
Also, the game seems to hang a bit before the automatic load happens.
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