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Question by DevAt4thWall · Feb 08, 2020 at 11:19 AM · mobileassetbundlescene-loadingasynchronousaddress

AssetReference.LoadSceneAsync(LoadSceneMode.Additive); stops at 95% in the editor when the Play Mode Script is Use Existing Groups.

This code works normally in a builds, and with the Play Mode script set to Use Asset Database. In play mode in the editor, the scene handle PercentageComplete stops at 0.95 and the scene does not activate until the editor is paused and unpaused or sometimes when the editor window is refocused. Is this a bug or am I doing something wrong?

         [SerializeField] protected AssetReference sceneAssetReference;        
         private AsyncOperationHandle<SceneInstance> sceneHandle;
     
         public AsyncOperationHandle<SceneInstance> Load()
         {
             sceneHandle = sceneAssetReference.LoadSceneAsync(LoadSceneMode.Additive);
             sceneHandle.Completed += task => ToggleChildren(false);
             return sceneHandle;
         }

The goal is loading asset bundles from other projects in order to decouple and reuse maps across different platforms and projects, which is also complicated by bundles built for mobile platforms failing to load shaders in the editor. Alternate approaches or learning resources relevant to this problem are also welcome, I haven't been incredibly successful finding detailed information or examples using Addressables.

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