LoadSceneAsync works more effectively on Android+Vulcan vs GLES?
We have out scene split up into a loading scene and the main scene. We first load the loading scene so that we can put up a progress indicator and start off some login work, we then load the main scene Asynchronously. When Vulcan is used, this works well. The loading scene loads in about 4 seconds and we are able to show a loading indicator and start some work while the main scene loads. When Auto Graphics mode is used (GLES 2.0 I presume) or GLES3 is used, the first scene takes a very long time to load (50 seconds), but the second scene loads quickly. This is not ideal because the user sits for 50 seconds before we are able to run game code or show a progress indicator (other than the built in spinner). I am guessing that meshes or textures or whatever are getting initialized at start with GLES but are only initialized when their scene is loaded on Vulcan. This would not be quite so bad if Vulcan worked properly, but we are having a problem with ReadPixels not working on Vulcan.
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