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Question by CCGnomes · May 10, 2017 at 09:31 PM · errorloadingasyncscene loadprogress bar

Loading Screen with SceneManager.LoadSceneAsync

Unity 5.6.0f3

void Start(){ //StartCoroutine(LoadingScreenEnum()); If I use this it ignores async.allowSceneActivation = false //button.onClick.Invoke(); this also ignores async.allowSceneActivation

     }
     public void LoadingScreenMeth(){
     StartCoroutine(LoadingScreenEnum());
 //using this from a button works and takes into consideration async.allowSceneActivation = false
     }
 
 
 
     IEnumerator LoadingScreenEnum(){
         loadingScreenOb.SetActive (true);
         async = SceneManager.LoadSceneAsync ("Menu");
         async.allowSceneActivation = false;
         while (async.isDone == false) {
             progressBar.value = async.progress;
             float textProgress = async.progress * 100;
             loadText.text = "Loading " + Mathf.Round(testProgress) + "%...";
 
             if (async.progress == 0.9f) {
                 loadText.text = "Loading 100%...";
             //    async.allowSceneActivation = true;
             //    progressBar.value = 1f;
             
             
             }
             yield return null;
         }
     }



My question is why is async.allowSceneActivation get ignored when I don't use it from a button by physically clicking it? I have tried calling button OnClick.Invoke but that ignores it as well and the level loads directly as soon as it is done. Even with the line setting allowSceneActivation to = true commented out or removed it still goes straight to the game.

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avatar image CCGnomes · May 10, 2017 at 09:32 PM 0
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I want to be able to have this code called on Start, as soon as the Powered by Unity Screen is gone I want this to show, and while that works I just can't get the loading screen to not directly go into the game.

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