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Question by niklas94 · Aug 26, 2019 at 01:44 PM · coroutinescene-switchingscene loadadditive

LoadSceneAsync freezing after scene activation

I'm trying to load a scene with LoadSceneAsync. When completed I set allowSceneActivation true and Destroy unneeded GameObjects from the previous scene. I'm pretty much using this code(only difference is LoadSceneMode.Additive in the Async Operation): https://docs.unity3d.com/ScriptReference/AsyncOperation-allowSceneActivation.html

The scene loads really fast, but after SceneActivation it freezes for more or less 30 seconds before the new scene is displayed. I assume the reason for that are textures, as my scenes dont contain lots of gameobjects and after improving the textures the time even increased. This happens both in editor and after building everything.

Does somebody know what the reason is/might be and is there a solution or workaround?

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