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> 0.9f progress of SceneManager.LoadSceneAsync isn't
Hi, I noticed that the last 10% of SceneManager.LoadSceneAsync (activation) isn't async.
The reason I'm asking is that I have initialization routines (loading files) that fire on Awake, and rather than place them in a separate thread (like I'm doing), I'd like to just have unity handle it all.
How are you guys dealing with this?
I could be wrong, but wouldn't it be nice if there was a callback that LoadSceneAsync can call after its done loading but before Awake is called?
Thanks
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